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Better view culling against MOAIGrid #553

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patrickmeehan opened this issue Sep 14, 2012 · 0 comments
Open

Better view culling against MOAIGrid #553

patrickmeehan opened this issue Sep 14, 2012 · 0 comments
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@patrickmeehan
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As a user I want better view culling against MOAIGrid so that when grids are drawn in perspective views they won't blow up the quad list with countless tiny tiles.

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The current implementation naively intersects all edges of the frustum with the prop's plane then uses the in-plane bounding rectangle. We should consider scan converting a more snugly fitting polygon to produce a more efficient set of tiles to render. We also need a way to enforce a 'horizon' and/or maximum viewable tiles limit: right now, if grid is set to wrap, we wind up with a huge number of tiles to draw as the camera approaches a side-view of the tilemap.

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