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Cluster Visibility & Frustum Culling #13

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tominated opened this issue Jul 19, 2016 · 0 comments
Open

Cluster Visibility & Frustum Culling #13

tominated opened this issue Jul 19, 2016 · 0 comments

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@tominated
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In order to perform face visibility and frustum checks, I need to remove a bunch of optimizations. I need to once again store each face separately in order to render them selectively. I will need to use the BSP leaf nodes to perform the visibility set and frustum checks. I will be able to sort the faces that passed the check and group them by material and lightmap, then render in groups.

@tominated tominated added this to the Correct Rendering milestone Jul 19, 2016
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