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Wrong computation of error bounds in nanite.cpp #983

@Axel-Reactor

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@Axel-Reactor

Hey Arseny,

I was playing around with clustered LODs and by visual inspection the result never looked like it was reducing triangles enough with distance while using a formula similar to what you have in nanite.cpp.

return bounds.error / (d > camera_znear ? d : camera_znear) * (camera_proj * 0.5f);

I believe this is incorrect: Area in screen space reduces by distance^2, not distance, so it really should be dividing by d * d. This visually looks much closer to what I would expect too.

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