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9 Commits over 0 Days - ∞cph!

2 Months Ago
Stash shader before I re-write to use AABB Switch to using bboxes for slightly more accurate results, hi-z mip checks
2 Months Ago
Tidy up, add CSceneObjectCullingData, add user-controllable per-camera toggle for occlusion culling
2 Months Ago
Put debug spew behind convar Shader tweaks Not perfect yet, but definitely a step in the right direction https://files.facepunch.com/alexguthrie/1b1211b1/NVIDIA_Overlay_J85xCR3e3b.mp4
2 Months Ago
Improved gather, only select the objects we want Shader re-write, output object depth and buffer depth for debug
2 Months Ago
Reject occluded objects, tweak gather & shader Quite conservative right now and not perfect
2 Months Ago
Change order, gather correctly, readback, count visible + culled objects
3 Months Ago
This makes more sense Gather objects Split logic into COcclusionCullingStandard
3 Months Ago
Use spheres so we only have to send a single list of vec4s over
3 Months Ago
Initial