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Updated note about frustum culling
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britzl committed Jun 12, 2024
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2 changes: 1 addition & 1 deletion docs/en/manuals/render.md
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The render API in Defold lets developers perform something called frustum culling. When frustum culling is enabled any graphics that lies outside of a defined bounding box or frustum will be ignored. In a large game world where only a portion is visible at a time, frustum culling can dramatically reduce the amount of data that needs to be sent to the GPU for rendering, thus increasing performance and saving battery (on mobile devices). It is common to use the view and projection of the camera to create the bounding box. The default render script uses the view and projection (from the camera) to calculate a frustum.

Frustum culling is implemented in the engine per component type. Current status (Defold 1.4.7):
Frustum culling is implemented in the engine per component type. Current status (Defold 1.9.0):

| Component | Supported |
|-------------|-----------|
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2 changes: 1 addition & 1 deletion docs/zh/manuals/render.md
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Expand Up @@ -145,7 +145,7 @@ msg.post("@render:", "use_camera_projection")

Defold 的渲染 API 能让开发者做到叫做视锥体剔除的功能. 视锥体剔除能忽视位于定义好的边界框之外或者视锥体之外的图像. 在超大游戏世界中每次只显示其中一部分, 视锥体剔除能极大地减少发送给 GPU 的待渲染数据, 从而提高了效率并节省了电量 (移动设备中). 常见用摄像机视口和透视映射来创建边界框. 默认渲染脚本使用视口和透视映射 (来自摄像机) 的数据计算出视锥体.

视锥体剔除在引擎里的实现基于组件类型. 目前的状况是 (Defold 1.4.7):
视锥体剔除在引擎里的实现基于组件类型. 目前的状况是 (Defold 1.9.0):

| 组件 | 是否支持 |
|-------------|-------|
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