5 Years Ago
[D11] try to pull more stuff into the occlusion system - convert MeshCull into a LODGroup(2 state) + MeshOccludee setup (LOD grid is potentially redundant now), and where there is nothing but a "Model"+"MeshRenderer" (common to network objects), just added a MeshOccludee. Add debug option to OcclusionCulling "showAllInvisible" which helps identify exactly what is in the occlusion system by making them all vanish, though it doesn't work for instanced rendering which also uses the hiz chain.