Anecoz / AneRend

Prototyping Vulkan engine
16 stars 1 forks source link

Cull on a per-mesh basis instead of per-model #33

Closed Anecoz closed 11 months ago

Anecoz commented 11 months ago

Attempt to do both frustum and occlusion culling per mesh instead. This is a preparation for allowing separate draw command buffers per shadow-casting light, in order to get better performance.

Anecoz commented 11 months ago

Culling now works per-mesh. It should be investigated if the top-level bounding spheres are even necessary anymore. Closing for now.