branchsbox/gpu-occlusion-cullingcancel
9 Commits over 0 Days - ∞cph!
Stash shader before I re-write to use AABB
Switch to using bboxes for slightly more accurate results, hi-z mip checks
Tidy up, add CSceneObjectCullingData, add user-controllable per-camera toggle for occlusion culling
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
Improved gather, only select the objects we want
Shader re-write, output object depth and buffer depth for debug
Reject occluded objects, tweak gather & shader
Quite conservative right now and not perfect
Change order, gather correctly, readback, count visible + culled objects
This makes more sense
Gather objects
Split logic into COcclusionCullingStandard
Use spheres so we only have to send a single list of vec4s over