Rendering - Line/Actors distance culling
Moderator: GZDoom Developers
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- Posts: 539
- Joined: Sat Sep 23, 2017 8:42 am
- Graphics Processor: nVidia with Vulkan support
Rendering - Line/Actors distance culling
It's already been implemented in LZDoom and GZDoom has those cvars hardwired into console but they don't work. I'd like to get playing my huge maps with very same feature in GZDoom.
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- Posts: 51
- Joined: Mon May 27, 2019 5:32 pm
- Graphics Processor: nVidia (Modern GZDoom)
Re: Rendering - Line/Actors distance culling
i'd like to see this as well.
similarly would also love if mappers were given a linedef flag to always cull sprites beyond it except when things are flagged otherwise for optimization by hand. probably harder to implement, one can dream though.
similarly would also love if mappers were given a linedef flag to always cull sprites beyond it except when things are flagged otherwise for optimization by hand. probably harder to implement, one can dream though.