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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.
The text was updated successfully, but these errors were encountered:
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.
The text was updated successfully, but these errors were encountered: