What sort of support does Entities Graphics have for implementing custom culling solutions? The current frustum culling is good, but the way our levels are constructed means I could implement a much faster solution if I have some sort of callback or similar. I am aware that DisableRendering still exists, but it seems a bit overkill to have to Add/Remove this component to implement a custom solution.
#Custom render culling
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There is currently no built-in extension point for culling. However, it is possible to modify the package source to insert your own culling, and it should be possible to do this in a very non-invasive manner which should make merging future releases easy.
If you are interested in doing this, I would recommend taking a look at the OnPerformCulling method, and especially at how the optional occlusion culling pass is inserted as part of the culling job chain.
Something we have also been thinking about is providing an enableable component for disabling entity rendering, sounds like something like this could also potentially be useful to you.