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Culling the Battlefield - Dice

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Rendering culling<br />

• Let’s look at what <strong>the</strong> rendering expects<br />

struct EntityRenderCullInfo<br />

{<br />

Handle entity; // handle to <strong>the</strong> entity<br />

u16 visibleViews; // bits of which frustums that was visible<br />

u16 classId; // type of mesh<br />

float screenArea; // at which screen area entity should be culled<br />

};<br />

Tuesday, March 8, 2011

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