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Add occlusion culling for ligth sources #56

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mrDIMAS opened this issue Nov 11, 2020 · 0 comments
Open

Add occlusion culling for ligth sources #56

mrDIMAS opened this issue Nov 11, 2020 · 0 comments
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enhancement New feature or request graphics anything graphics- and rendering-related

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@mrDIMAS
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mrDIMAS commented Nov 11, 2020

Right now distant objects that are hidden "behind a wall" are not culled, they still eats precious GPU resources. This could be fixed by implementing occlusion culling.

EDIT. For now occulusion culling should be implemented only for light sources.

@mrDIMAS mrDIMAS added the task label Nov 11, 2020
@mrDIMAS mrDIMAS self-assigned this Nov 11, 2020
@mrDIMAS mrDIMAS changed the title Add occlusion culling Add occlusion culling for ligth sources Mar 25, 2021
@mrDIMAS mrDIMAS added enhancement New feature or request graphics anything graphics- and rendering-related and removed task labels Mar 25, 2021
@mrDIMAS mrDIMAS added this to the v0.21 milestone Jun 13, 2021
@mrDIMAS mrDIMAS modified the milestones: v0.21, v0.22 Jul 12, 2021
mrDIMAS added a commit that referenced this issue Dec 12, 2021
Add libasound2-dev dep to readme
@mrDIMAS mrDIMAS removed this from the v0.25 milestone May 22, 2022
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Labels
enhancement New feature or request graphics anything graphics- and rendering-related
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