Currently we issue draw calls for all objects, even if they're not visible with a given camera.
This makes it impossible to make games with big maps, as even objects which are not on screen end up greatly affecting the performance.
Solution
We should use the utilities defined in #1184 to check if the voxel meshes' bounding boxes intersect with each camera's frustum, on the gBufferRasterizerPlugin. If they don't, we simply don't submit a draw call for them.
Problem
Currently we issue draw calls for all objects, even if they're not visible with a given camera. This makes it impossible to make games with big maps, as even objects which are not on screen end up greatly affecting the performance.
Solution
We should use the utilities defined in #1184 to check if the voxel meshes' bounding boxes intersect with each camera's frustum, on the
gBufferRasterizerPlugin
. If they don't, we simply don't submit a draw call for them.