I am the biggest dumbass to ever exist (forgets the most important thing with occlusion culling)
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@@ -110,8 +110,6 @@ public class Gl46FarWorldRenderer extends AbstractFarWorldRenderer {
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glColorMask(false, false, false, false);
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glColorMask(false, false, false, false);
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glDepthMask(false);
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glDepthMask(false);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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//glEnable(GL_REPRESENTATIVE_FRAGMENT_TEST_NV);
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//glEnable(GL_REPRESENTATIVE_FRAGMENT_TEST_NV);
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glDrawElementsInstanced(GL_TRIANGLES, 6 * 2 * 3, GL_UNSIGNED_BYTE, (1 << 16) * 6 * 2, this.geometry.getSectionCount());
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glDrawElementsInstanced(GL_TRIANGLES, 6 * 2 * 3, GL_UNSIGNED_BYTE, (1 << 16) * 6 * 2, this.geometry.getSectionCount());
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@@ -2,11 +2,13 @@
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#extension GL_ARB_gpu_shader_int64 : enable
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#extension GL_ARB_gpu_shader_int64 : enable
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#define VISIBILITY_ACCESS writeonly
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#define VISIBILITY_ACCESS writeonly
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#import <zenith:lod/gl46/bindings.glsl>
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#import <zenith:lod/gl46/bindings.glsl>
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layout(early_fragment_tests) in;
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flat in uint id;
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flat in uint id;
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flat in uint value;
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flat in uint value;
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out vec4 colour;
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//out vec4 colour;
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void main() {
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void main() {
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visibilityData[id] = value;
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visibilityData[id] = value;
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colour = vec4(float(id&7)/7, float((id>>3)&7)/7, float((id>>6)&7)/7, 1);
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//colour = vec4(float(id&7)/7, float((id>>3)&7)/7, float((id>>6)&7)/7, 1);
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}
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}
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