SPIKE: Renderer optimizations
Open
mesh
rendering
- Dominant language
- C#
- Stars
- 6
- Forks
- 0
- Avg merge
- 1h 1m
- Merged PRs (30d)
- 2
Description
1. Cull objects that are behind others
2. See the renderer implementation here (do this for all meshes):
https://github.com/dotnet/Silk.NET/blob/main/examples/CSharp/OpenGL%20Tutorials/Tutorial%204.1%20-%20Model%20Loading/Program.cs
See if there are calls that are run multiple times a frame but could be run only once.
Camera's should have a cone like collider whose lenght is defined as the render distance.
When objects are outisde of that cone, they are culled and not rendered.
https://docs.unity3d.com/510/Documentation/Manual/OcclusionCulling.html
https://en.wikipedia.org/wiki/Potentially_visible_set
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