Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

TODO [ENGINE][GFX]: Add support for CPU culling in shadow views #91

Open
steaklive opened this issue Feb 7, 2024 · 0 comments
Open
Labels
enhancement New feature or request
Milestone

Comments

@steaklive
Copy link
Owner

steaklive commented Feb 7, 2024

At the moment we only rely on the results of the main camera's culling. This is not accurate for shadow views: objects that are not visible in the main view are skipped, however, their shadows might still be visible.

One particular challenge in fixing this in EveryRay is the fact that ER_Camera has methods for culling but shadows are not using that class and instead create their own views with ER_Projector, ER_Frustum. We either need to move everything in the shadow system to ER_Camera or find some workaround.

@steaklive steaklive added the enhancement New feature or request label Feb 7, 2024
@steaklive steaklive added this to the v1.3 milestone Feb 7, 2024
@steaklive steaklive changed the title TODO [GFX]: Add support for CPU culling in shadow views TODO [ENGINE][GFX]: Add support for CPU culling in shadow views Feb 7, 2024
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
enhancement New feature or request
Projects
None yet
Development

No branches or pull requests

1 participant