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42b50abf15d0cde3a98eb1fdce6158f15e9c7ef4
godot
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modules
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raycast
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raycast_occlusion_cull.cpp
Thaddeus Crews
1be843f77a
Merge pull request
#103798
from Rudolph-B/new-97712
...
Switch occlusion culling to be based on depth instead of Euclidean distance
2025-04-10 10:18:17 -05:00
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