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Tile culling logic is not optimal #1038

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kring opened this issue Dec 11, 2024 · 0 comments
Open

Tile culling logic is not optimal #1038

kring opened this issue Dec 11, 2024 · 0 comments
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performance Improvements to performance, including reductions in memory usage

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@kring
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kring commented Dec 11, 2024

I noticed while working on #981 that our tile culling logic isn't as good as it can be.

In order for a tile to be visible, it must pass both the frustum test and the fog test. However, nothing requires that it pass both tests in the same view. So if a scene has two cameras, and in one a given tile is very far away, so it should be fog culled, and in the other the tile is nearby but behind the camera so it should be frustum culled, then this tile will be considered visible, when really it's not.

@kring kring added the performance Improvements to performance, including reductions in memory usage label Dec 11, 2024
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Labels
performance Improvements to performance, including reductions in memory usage
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