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Use Frustrum to choose which objects to render #6

@tiesselune

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@tiesselune

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Compute a bonding box for each mesh and draw the mesh only if it is in the camera's frustrum

To do

  • Compute a mesh's bonding box based either on its vertices or its skeleton (at import time for static objects, at render time for animated ones, fallback to consider)
  • Test for overlapping with the current camera frustrum at render time

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