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CPU Frustum Culling #1333

@bonsairobo

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@bonsairobo

What problem does this solve or what need does it fill?

Frustum culling is a pretty simple optimization where you put bounding volumes on your meshes and if a volume doesn't intersect the view frustum, you don't issue a draw call for that mesh. This saves a lot of vertex shader calls that would do culling on the GPU.

What alternative(s) have you considered?

This is a pretty standard feature for a renderer. I'm not aware of any better alternatives.

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    A-RenderingDrawing game state to the screenC-FeatureA new feature, making something new possibleC-PerformanceA change motivated by improving speed, memory usage or compile times

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