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* feature: compute culling * frustum and aabb bounding volumes * recompile shaderS * WIP on WASD mouse controls for glTF viewer, can load Sponza * WASD mouse controls * better texture support for glTFs * report duplicated images * separate example camera control * added fps, tried tracing - it's useless * use GltfPrimitive's bounding_box for frustum culling * cpu side of compute culling * frustum culling wrapup * only cull when there are draw calls, Camera's fields are private * debugging AABBs * added bvol::BoundingSphere * flipped a bunch of hit test function names * fix tests * workaround for weird CI rate-limiting issue * readme
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This adds a compute step to
Stage::renderthat keeps out-of-view geometry (Renderlets) from being drawn.Includes a demo app
example-cullingthat shows the culling method/theory visually.The development notes are on the devlog at https://renderling.xyz/devlog/index.html#sat_sep_28_2024.