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@mvaligursky mvaligursky commented Jun 18, 2025

This PR:

  • fires existing EVENT_PRECULL and EVENT_POSTCULL events even for shadow cameras
  • fires new EVENT_CULL_END event when all culling is completed (scene + shadow cameras)

This along with Indirect Drawing can be used to implement instanced culling on GPU:

  1. Collect all cameras the scene uses for rendering of the frame (scene + shadow cameras)
  2. dispatch a Compute shader which culls instanced mesh instances, and uses indirect drawing to render visible instances per camera

@mvaligursky mvaligursky merged commit b7f9efb into main Jun 19, 2025
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@mvaligursky mvaligursky deleted the mv-culling-events branch June 19, 2025 10:47
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3 participants