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added MipMapGenerator, depth pyramid shaders slab buffers are created with size 1 to avoid wgpu validation bug fixed a bug where re-staging a texture often copied to the wrong layer debbugging led to better sphere projection for culling update sample count so we don't invalidate every frame debug overlay of bounding spheres use box instead of circle for bounds in debug overlay don't use compute culling by default
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* use WeakHybrid in InternalRenderlet * Occlusion culling, part one added MipMapGenerator, depth pyramid shaders slab buffers are created with size 1 to avoid wgpu validation bug fixed a bug where re-staging a texture often copied to the wrong layer debbugging led to better sphere projection for culling update sample count so we don't invalidate every frame debug overlay of bounding spheres use box instead of circle for bounds in debug overlay don't use compute culling by default * regenerate shaders, fix merge errors, treat *.spv and *.wgsl as binary * use cargo-gpu on branch * clean rust-gpu checkouts (temporary) * also clean the rust-gpu cache dir * allow the cache to persist * don't use bool as u32 in shaders * change rust-gpu cache step * update cargo gpu
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This is an extension from #130 to add occlusion culling to the compute culling machinery.