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Implement occlusion culling
Added an occlusion culling system with support for static occluder meshes. It can be enabled via `Project Settings > Rendering > Occlusion Culling > Use Occlusion Culling`. Occluders are defined via the new `Occluder3D` resource and instanced using the new `OccluderInstance3D` node. The occluders can also be automatically baked from a scene using the built-in editor plugin.
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@@ -143,6 +143,7 @@
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#include "editor/plugins/multimesh_editor_plugin.h"
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#include "editor/plugins/navigation_polygon_editor_plugin.h"
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#include "editor/plugins/node_3d_editor_plugin.h"
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#include "editor/plugins/occluder_instance_3d_editor_plugin.h"
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#include "editor/plugins/ot_features_plugin.h"
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#include "editor/plugins/packed_scene_translation_parser_plugin.h"
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#include "editor/plugins/path_2d_editor_plugin.h"
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@@ -6800,6 +6801,7 @@ EditorNode::EditorNode() {
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add_editor_plugin(memnew(TextureRegionEditorPlugin(this)));
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add_editor_plugin(memnew(GIProbeEditorPlugin(this)));
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add_editor_plugin(memnew(BakedLightmapEditorPlugin(this)));
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add_editor_plugin(memnew(OccluderInstance3DEditorPlugin(this)));
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add_editor_plugin(memnew(Path2DEditorPlugin(this)));
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add_editor_plugin(memnew(Path3DEditorPlugin(this)));
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add_editor_plugin(memnew(Line2DEditorPlugin(this)));
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