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CPU Frustum Culling #1333
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A-RenderingDrawing game state to the screenDrawing game state to the screenC-FeatureA new feature, making something new possibleA new feature, making something new possibleC-PerformanceA change motivated by improving speed, memory usage or compile timesA change motivated by improving speed, memory usage or compile times
Description
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 screenDrawing game state to the screenC-FeatureA new feature, making something new possibleA new feature, making something new possibleC-PerformanceA change motivated by improving speed, memory usage or compile timesA change motivated by improving speed, memory usage or compile times