Re:Godot 3.3
by meheleventyone on Thursday April 22, 2021 @05:28AM
(#26900620)
I’m not wrong just being more specific. All three engines frustum cull by default and all three do it at the level of the complete model. I said Unity and Unreal don’t frustum cull at the level of the individual triangle which was the factor the person I was replying to insinuated Godot lacked.
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Apologies, misread your comment as "won't frustum cull by default".
Re:Godot 3.3
by meheleventyone on Saturday April 24, 2021 @05:59AM
(#26923702)
No worries I can see how the original could have been more clear!