- Added option in config screen to choose the renderer,
- Also added back frustum culling (where clouds don’t render behind the camera)
Qendolin’s original algorithm for frustum culling was:
- compute the bounding box of a section of clouds (clouds are generated in sections with a chunk-like system).
- if the frustum of the camera (basically an object describing what part of the world the camera can see given a camera angle, position, and fov) can see the clouds, expand the bounding box with the next section of clouds
- else, render all the sections of clouds we can see, and skip this section if we can’t see it
in other words: (original comment from the code)
// This algorithm loops over chunks, which are in a line-by-line order.
// When a visible chunk is found it's marked as a run start. The run continues until
// the next non-visible chunk is found. At the end of a run the entire run is rendered as once.
// This is possible due to the memory layout of the instance buffers.
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