Model Data + Near Plane & Detail Culling Dithering + Zone Reveal Fade + Wind & Character Displacement - #1010
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Model Data + Near Plane & Detail Culling Dithering + Zone Reveal Fade + Wind & Character Displacement#1010RuffledPlume wants to merge 40 commits into
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Rebased off master & added detail model culling: DetailModelCullingDithering.mp4 |
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Wind & Character Displacement: ZoneRenderer.Displacement.mp4 |
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This was moved to PR: #1139 |
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… many objects in including trees and some banners
* Contours are calculated by building a convex hull around verticies which are under the water plane, then reducing the points down to just 8 * Added Boat Foam
* Simplified AsyncCachedModel since it no longer needs a bespoke mechanism for stealing work since JobSystem supports it
* Static & Dynamic use same Vertex sizes * Dynamic Models encode position local to the model position which is re-added back on in the vertex shader
… many other objects
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Uses ordered dithering to fade out geometry that is about to clip with the near plane