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Hi,
I try to implement 2D frustum culling algorithm from your excellent "Advanced Cave Culling Algorithm" article.
I think that there is a bug on chunk traversal visibility test... see my screen sho…
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## Bevy version
0.10.0
## \[Optional\] Relevant system information
Windows 11 (Desktop)
```ignore
`AdapterInfo { name: "NVIDIA GeForce GTX 1080", vendor: 4318, device: 7040, device_type: Di…
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There need to be culling of the draw calls when:
- [x] the object is not in the simulation area
- [x] the object is outside camera view
The second options can create problems, as the objects jus…
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At (1,048,500.0, 30.5, 1,048,500.0), and any large coordinate in general, camera controls are really wonky (ex: camera movement stutters, W does not move you in the direction that you are looking, etc…
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Now that we have a better instance buffer api, we can fairly trivially implement frustum culling on the cpu. This would ideally be happening on the gpu but that's not practical for a large number of r…
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- [ ] Update the CZML reference doc and czml-writer project for model shadows https://github.com/AnalyticalGraphicsInc/cesium/pull/3856#discussion_r64990016
- [x] Globe depth debug view
- [x] Experime…
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WMOs can be a real drag on performance, mostly because of draw calls and object projections stemming from their (at times hefty) doodad sets. We should implement portal culling using the portal data b…
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Hello,
Ever happened to you that you have a part of a model that is too far from the actual entity, but when the entity goes off-screen the whole thing dissapears?
Well it is happening too much …
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A new occlusion culling technique has been implemented. This was the first step toward a better performing rendering technology.
Changes:
- Footstep sfx toned down.
- Hi-Z occlusion culling imple…
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## What problem does this solve or what need does it fill?
Our existing [`Frustum`](https://dev-docs.bevyengine.org/bevy/render/primitives/struct.Frustum.html) type is used for computing what camer…