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Added GPU based cluster builder
Clustering is now GPU based, uses an implementation based on the Activision algorithm.
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@@ -7340,6 +7340,7 @@ void RendererStorageRD::_update_decal_atlas() {
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tformat.shareable_formats.push_back(RD::DATA_FORMAT_R8G8B8A8_SRGB);
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decal_atlas.texture = RD::get_singleton()->texture_create(tformat, RD::TextureView());
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RD::get_singleton()->texture_clear(decal_atlas.texture, Color(0, 0, 0, 0), 0, decal_atlas.mipmaps, 0, 1, true);
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{
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//create the framebuffer
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