Small fixes for occlusion culling doc

This commit is contained in:
clayjohn
2022-09-22 14:38:12 -07:00
parent 2591644f66
commit 2e82ffca88

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@@ -60,9 +60,9 @@ performance gains.
significantly.
The greatest performance benefits can be observed when using the Forward
Mobile or Compatibility rendering backends, as neither of those feature a
Mobile rendering backend, as it does not feature a
depth prepass for performance reasons. As a result, occlusion culling will
actively decrease shading overdraw with those rendering backends.
actively decrease shading overdraw with that rendering backend.
Nonetheless, even when using a depth prepass, there is still a noticeable
benefit to occlusion culling in complex 3D scenes. However, in scenes with
@@ -154,7 +154,7 @@ for MultiMeshInstance3D setups or CSG nodes (due to the aforementioned limitatio
After enabling the occlusion culling project setting mentioned above, add an
OccluderInstance3D node to the scene containing your 3D level. Select the
OccluderInstance3D node, then choose an occluder type to add in the **Occluder**
roperty:
property:
- QuadOccluder3D (a single plane)
- BoxOccluder3D (a cuboid)