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  • Robert Bragg's avatar
    Optimize culling by doing culling in eye-coordinates · 19b86229
    Robert Bragg authored
    This implements a variation of frustum culling whereby we convert screen
    space clip rectangles into eye space mini-frustums so that we don't have
    to repeatedly transform actor paint-volumes all the way into screen
    coordinates to perform culling, we just have to apply the modelview
    transform and then determine each points distance from the planes that
    make up the clip frustum.
    
    By avoiding the projective transform, perspective divide and viewport
    scale for each point culled this makes culling much cheaper.
    19b86229