VReaperV
VReaperV
Another potential advantage of compute rasterizer is assigning light sources to a tile/cluster buffer, though with low light counts it might not make much of a difference.
Doing hardware rasterization of BBoxes and writing to a buffer from the fragment shader with an early discard doesn't work well for some reason.
I believe this fixes the incorrect projection. However there is still some incorrect culling, which might be due to incorrect depth downsampling with even/odd dimensions, haven't checked yet.
This mostly works now, however there's still an error with AABB depth projection, and some things need to be un-hardcoded.
Added some comments and made `r_lockPVS 1` work with occlusion culling.
Cleaned up a bit, and added a toggle through `r_gpuOcclusionCulling`.
> How can data generated on the previous frame be valid? Everything could be in a different position or viewed from a different angle. That's a mistake in pr description,...
Fixed pr description.
> I also noticed some new GLSL files use spaces or seem to mix tabs and spaces, I would prefer tabs. Ah, yep, that should be fixed now.