Add **Hardware Occlusion Culling** to models, foliage, particles, terrain and local light shadows

This commit is contained in:
2026-08-28 19:53:10 +02:00
parent 48b1931546
commit 97186f1970
31 changed files with 793 additions and 50 deletions
+5
View File
@@ -17,6 +17,7 @@
#include "Engine/Engine/Engine.h"
#include "Engine/Profiler/Profiler.h"
#include "Engine/Renderer/RenderList.h"
#include "Engine/Renderer/Culling/IOcclusionCulling.h"
#include "Engine/Threading/JobSystem.h"
#include "Engine/Threading/Threading.h"
#if USE_EDITOR
@@ -345,7 +346,11 @@ void SceneRenderTask::OnPostRender(GPUContext* context, RenderContext& renderCon
PostRender(context, renderContext);
if (Buffers)
{
if (Buffers->OcclusionCulling)
Buffers->OcclusionCulling->EndFrame(renderContext);
Buffers->ReleaseUnusedMemory();
}
}
Viewport SceneRenderTask::GetViewport() const