regl
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Occlusion Culling Example
An example that implements occlusion culling would be cool. To implement it, either we could use the software-rasteriser-based occlusion culling that some modern games seem to be using([1], [2] ), or we could use good ol' Occlusion Queries. But does WebGL even support Occlusion Queries?
Ok, so they don't support Occlusion Queries. Software-rasterizer-based solution it is then.
Is there an occlusion culling example yet?