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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.
The text was updated successfully, but these errors were encountered:
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.
...
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.
The text was updated successfully, but these errors were encountered: