Revert "Move visibility range checking from the CPU to the GPU if NoCpuCulling is specified. (#23115)#24252
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kfc35 wants to merge 3 commits into
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Revert "Move visibility range checking from the CPU to the GPU if NoCpuCulling is specified. (#23115)#24252kfc35 wants to merge 3 commits into
NoCpuCulling is specified. (#23115)#24252kfc35 wants to merge 3 commits into
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…CpuCulling` is specified. (bevyengine#23115)" This reverts commit ebfbc3f.
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This reverts commit ebfbc3f.
Objective
Solution
CurrentView/PointAndSpotLightShadowPrimaryCamera’s world position via Immediates for gpu vis range culling #24197 & Fix: Use the auxiliary entity (associated camera view)’s position viaViewUniformfor gpu visibility range culling #24133) I’ve put up are not satisfactory, and we need more time to come up with a good solution (i.e. post 0.19 rc) that:NoCpuCullingwill not undergo cpu visibility range culling. That was implemented in a separate PR: https://github.com/bevyengine/bevy/pull/23107/changes#diff-fec33d34072b7b4be336571ceecf2c10fc9bafd8366c1b29531089b7e3ef621cL745-L748. If you want to useVisibilityRangefunctionality, you will still need to have CPU culling enabled for the mesh.Testing
cargo run --example visibility_rangeworks normal now.