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Move frustum culling from rendering to pre-rendering. Use Float32Array for Polygon internals. Reduce pool Vector leaks.
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Original file line number | Diff line number | Diff line change |
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# Frustum Culling | ||
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*Frustum Culling* is the process of eliminating renderables that are outside of | ||
the view that should be rendered. This process occurs with the use of Collision | ||
Algorithms - which are abstracted out and can be swapped in and out for | ||
performance/use cases in the [FrustumCuller]. | ||
*Frustum Culling* is the process of eliminating renderables that are outside of the view that should be rendered. This | ||
process occurs with the use of Collision Algorithms - which are abstracted out and can be swapped in and out for | ||
performance/use cases in the [FrustumCuller]. | ||
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The [FrustumCuller] can be customised by providing it with different algorithms | ||
to suit your need. | ||
The [FrustumCuller] can be customised by providing it with different algorithms to suit your need. | ||
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The [FrustumCuller] can then be provided to a [RenderSystem] such as | ||
[WebGLSystem] to provide culling logic. | ||
The [FrustumCuller] can then be provided to a *pre-render* [System] such as [SpriteSystem] to provide culling logic. | ||
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[FrustumCuller]:../../reference/classes/frustumculler | ||
[RenderSystem]:../../reference/classes/rendersystem | ||
[WebGLSystem]:../../reference/classes/webglsystem | ||
[System]:../../reference/classes/system | ||
[SpriteSystem]:../../reference/classes/spritesystem |
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