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We used to elide fragments of surfaces that are beyond the viewable range in the shader with GLSL discard, but that was waaaaay to inefficient (all uses of discard in shaders have since been removed). However, we might be able to efficiently restore this functionality with render stenciling, so we should investigate this.
We used to elide fragments of surfaces that are beyond the viewable range in the shader with GLSL
discard
, but that was waaaaay to inefficient (all uses ofdiscard
in shaders have since been removed). However, we might be able to efficiently restore this functionality with render stenciling, so we should investigate this.Relevant TODO in code here -
Nu/Nu/Nu/Transform/Presence.fs
Lines 24 to 29 in 5bb97a3
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