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Move occlusion culling back to being based on euclidian distance but with some distance calculation using double precision
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@@ -174,8 +174,7 @@ void RaycastOcclusionCull::RaycastHZBuffer::sort_rays(const Vector3 &p_camera_di
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int k = tile_i * TILE_SIZE + tile_j;
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int tile_index = i * tile_grid_size.x + j;
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Vector3 ray_dir(camera_rays[tile_index].ray.dir_x[k], camera_rays[tile_index].ray.dir_y[k], camera_rays[tile_index].ray.dir_z[k]);
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mips[0][y * buffer_size.x + x] = camera_rays[tile_index].ray.tfar[k] * p_camera_dir.dot(ray_dir); // Store z-depth in view space.
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mips[0][y * buffer_size.x + x] = camera_rays[tile_index].ray.tfar[k];
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}
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}
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}
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