46 Commits over 395 Days - 0.00cph!
Added native Renderer plugin with readback code
Added native interop classes
Updated compute test to use fast native readback
Updated project to Unity 5.5.0f2
Fixed remaining buffer readback issues in native code; updated dll
Updated compute code to use multiple threads and output a predictable per-byte value
Added missing GL.IssuePluginEvent
Fixed compilation errors in DepthWriteToRT shader
Added 32bit x86 version of Renderer.dll
Updated binaries and managed native interop to latest
Updated scene + test
hiz ready for testing + wip occlusion compute
First version with working visibility
First stage compute shader cleanup
Fixed occludee projection and other compute math issues
Added lockless readback
Updated scene + occludee generator
Revamped occludee handling + different path for static and dynamic occludees
Fixed a ton of bugs, data/thread aligment and occlusion accuracy
Fixed frame delay
Reduced output buffer size using minimum stride
Refactored parts of api + added namespace
Fixed flickering via temporal visibility filter; controlled by minTimeVisible
Fixed support for static occludees
Added buffer resize + tests (needs removal fix)
Fixed crash on reload
Fixed resizing issues
Updated native binaries
pre-merge API revamp part 1
API revamp part 2, now leaner; needs small fix
Fixed zeroed sphere center in occludee instantiation/registration
Fixed occlusion camera aspect ratio issues affecting culling
Finalized API changes; added auto occ camera creation if none provided
Changed folder organization to match the Rust project; final step before merge
Tightened ndc occludee radius in compute
Added auto register option to occludee component
Promoted cpu test code to API; cleaned
Updated scene
Changed folder organization again for portability
Added default compute shader reference in OcclusionCulling component
Updated native libraries + added osx and linux
Removed aspect property
Updated metas to match rust project
Disabling occlusion culling on non-d3d11 platforms
Latest changes; higher portability
current wip infinite grid implementation nearly finished
updated ignore config
Finished infinite grid implementation
Parity with rust's implementation
Fixed culling grid cells starting state
Started porting compute to pixel shader
First stage pixel shader compute fallback
Finished pixel shader compute port
Fixed error when compute shade is missing
Fixed opengl/glcore
Updated binaries
Fixed hiz mip map generation on osx/glcore