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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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@@ -71,7 +71,9 @@ public:
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return false;
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}
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float min_depth = -closest_point_view.z;
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// Force distance calculation to use double precision to avoid floating-point overflow for distant objects.
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closest_point = closest_point - p_cam_position;
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float min_depth = Math::sqrt((double)closest_point.x * (double)closest_point.x + (double)closest_point.y * (double)closest_point.y + (double)closest_point.z * (double)closest_point.z);
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Vector2 rect_min = Vector2(FLT_MAX, FLT_MAX);
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Vector2 rect_max = Vector2(FLT_MIN, FLT_MIN);
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@@ -82,9 +84,13 @@ public:
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Vector3 corner = Vector3(p_bounds[0] * c.x + p_bounds[3] * nc.x, p_bounds[1] * c.y + p_bounds[4] * nc.y, p_bounds[2] * c.z + p_bounds[5] * nc.z);
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Vector3 view = p_cam_inv_transform.xform(corner);
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// When using an orthogonal camera, the closest point of an AABB to the camera is guaranteed to be a corner.
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if (p_cam_projection.is_orthogonal()) {
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min_depth = MIN(min_depth, -view.z);
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}
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Plane vp = Plane(view, 1.0);
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Plane projected = p_cam_projection.xform4(vp);
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min_depth = MIN(min_depth, -view.z);
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float w = projected.d;
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if (w < 1.0) {
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