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Most ocean tiles use the same mesh so we could share the meshes and support GPU instancing. What is preventing us from doing that is that we dilate the mesh bounds to cover displacement to avoid tiles getting culled incorrectly. If we share the meshes, then we also share the mesh bounds which is the problem.
GPU culling is a possible solution and would be far better than current approach as the dilated bounds means culling is not tight.
The text was updated successfully, but these errors were encountered:
Most ocean tiles use the same mesh so we could share the meshes and support GPU instancing. What is preventing us from doing that is that we dilate the mesh bounds to cover displacement to avoid tiles getting culled incorrectly. If we share the meshes, then we also share the mesh bounds which is the problem.
GPU culling is a possible solution and would be far better than current approach as the dilated bounds means culling is not tight.
The text was updated successfully, but these errors were encountered: