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and is intended to run on very old PC hardware as well as most older (still working) mobile phones. using data oriented algorithms to process the culling of objects and both secondary command buffers and automatic batching to efficiently submit the draw primitives. Textures which haven’t been used for some frames are freed instead.
It lacks the ability to process mesh in a coarser grain than triangle, like meshlet culling. The underlying idea of the algorithm is, in the first place, to do culling, then draw the effective parts of mesh. With MeshShaders, the culling algorithms we use can be of great flexibility.
Refactor the texture API to include more modern texture compression formats. Improve Culling: Portals (rewrite as polygon-based) and Rooms. drawn via texture), except that it always works using hardware (ES 2.0 does not mandate vertex texture fetch). Refactor the Image class to include modern data types.
This ensures great compatibility with all desktop PCs, mobile devices and WebGL 2. At the end of the day, the use case where Vulkan and DirectX12 make the most sense is when you have hundreds of thousands of objects, which are all different (different geometry, textures, etc.), On a texture, a dual paraboloid is used.
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