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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
The text was updated successfully, but these errors were encountered:
Feature details
Compute a bonding box for each mesh and draw the mesh only if it is in the camera's frustrum
To do
The text was updated successfully, but these errors were encountered: