mirror of
https://github.com/godotengine/godot-docs.git
synced 2026-01-04 14:11:02 +03:00
Small fixes for occlusion culling doc
This commit is contained in:
@@ -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)
|
||||
|
||||
Reference in New Issue
Block a user