I am the biggest dumbass to ever exist (forgets the most important thing with occlusion culling)

This commit is contained in:
mcrcortex
2024-01-20 15:03:10 +10:00
parent df6c56d62d
commit 17cac4fb26
2 changed files with 4 additions and 4 deletions

View File

@@ -110,8 +110,6 @@ public class Gl46FarWorldRenderer extends AbstractFarWorldRenderer {
glColorMask(false, false, false, false); glColorMask(false, false, false, false);
glDepthMask(false); glDepthMask(false);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
//glEnable(GL_REPRESENTATIVE_FRAGMENT_TEST_NV); //glEnable(GL_REPRESENTATIVE_FRAGMENT_TEST_NV);
glDrawElementsInstanced(GL_TRIANGLES, 6 * 2 * 3, GL_UNSIGNED_BYTE, (1 << 16) * 6 * 2, this.geometry.getSectionCount()); glDrawElementsInstanced(GL_TRIANGLES, 6 * 2 * 3, GL_UNSIGNED_BYTE, (1 << 16) * 6 * 2, this.geometry.getSectionCount());

View File

@@ -2,11 +2,13 @@
#extension GL_ARB_gpu_shader_int64 : enable #extension GL_ARB_gpu_shader_int64 : enable
#define VISIBILITY_ACCESS writeonly #define VISIBILITY_ACCESS writeonly
#import <zenith:lod/gl46/bindings.glsl> #import <zenith:lod/gl46/bindings.glsl>
layout(early_fragment_tests) in;
flat in uint id; flat in uint id;
flat in uint value; flat in uint value;
out vec4 colour; //out vec4 colour;
void main() { void main() {
visibilityData[id] = value; visibilityData[id] = value;
colour = vec4(float(id&7)/7, float((id>>3)&7)/7, float((id>>6)&7)/7, 1); //colour = vec4(float(id&7)/7, float((id>>3)&7)/7, float((id>>6)&7)/7, 1);
} }