Vixen
dd8b0a81

Rendering · guide

Culling and streaming instances

Per-instance culling and LOD binning inside a batch, per-instance parameters beside the transforms, and a grid that keeps pages resident around whoever is moving.

Edit this page on GitHub

Documents

Next

  • Meshes and materials, type by type — Neither word names a type — each names a chain of them, one per stage, plus four subsystems that borrowed the same word.
  • Drawing a terrain — A quadtree with a vertex morph, one instanced grid patch, no vertex buffer, and one draw call however many patches it takes.
  • Drawing foliage — Cells culled as objects, instances culled within them, LOD decided per instance, and one indirect command per level.
  • LOD groups — A discrete level-of-detail chain authored as a parent carrying screen-height thresholds and children carrying their level numbers, chosen per view after culling and hidden through the visibility bitset — the LOD story for meshes with no cluster hierarchy, and for the levels a cluster DAG cannot express because they change material.