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Disable tiles map culling? is this a bug?

Cocos

In other threads I read that there was a macro to disable culling, but I don’t know where it is in cocos2dx 4.0. It is basically a tilemap moving in the opposite direction of the player to work as a camera that follows. But as you can see in the image, tiles are dissapearing.

Culling 52
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Joan Fons is hired to work on Godot's rendering

Mircosoft Game Dev

My first task will be integrating an occlusion culling system into the new Vulkan renderer. While occlusion culling is not a silver bullet, it can give big performance improvements in a variety of scenes. Moving forward, and with my full focus on Godot development, my goal is to work on Godot's 3D rendering and help bring Godot 4.0

Render 54
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Dev snapshot: Godot 4.0 beta 11

Mircosoft Game Dev

We took a bit longer to prepare this beta as there were a number of fairly big GDScript refactoring PRs (needed to fix many bugs), which we wanted to merge all at once. Rendering: Visual instance layers are regarded during shadow culling ( GH-70638 ). See the GitHub issue tracker for a list of known bugs in the 4.0 Bug reports.

Beta 100
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Dev snapshot: Godot 4.0 beta 5

Mircosoft Game Dev

Rendering: Added Viewport canvas cull mask feature ( GH-52350 ). See the GitHub issue tracker for a list of known bugs in the 4.0 Bug reports. As a tester, you are encouraged to open bug reports if you experience issues with this release. Rendering: Use opaque rendering pipeline for alpha hash materials ( GH-61884 ).

Beta 84
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Release candidate: Godot 3.2 RC 3

Mircosoft Game Dev

Mono: Various bug fixes ( GH-35372 , GH-35407 , GH-35472 , GH-35478 ). Rendering: Fix shadow culling with orthogonal camera and wrong VIEWPORT_SIZE shader builtin ( GH-35406 ). There will still be various fixes made before the final release, and we will need your detailed bug reports to debug issues and fix them. Bug reports.

Bug 52
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Dev snapshot: Godot 4.0 beta 11

Mircosoft Game Dev

We took a bit longer to prepare this beta as there were a number of fairly big GDScript refactoring PRs (needed to fix many bugs), which we wanted to merge all at once. Rendering: Visual instance layers are regarded during shadow culling ( GH-70638 ). See the GitHub issue tracker for a list of known bugs in the 4.0 Bug reports.

Beta 77
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Dev snapshot: Godot 3.5 beta 2

Mircosoft Game Dev

Following on from the addition of OccluderShapeSphere in 3.4 , lawnjelly now brings us a more adaptable and easy way to add basic occlusion culling in the form of the OccluderShapePolygon. Anything behind the polygon will be culled from view. Bug reports. This should show up initially as a quad. x no longer works in 3.5

Beta 52