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FacePrioritySorter Optimizations #910
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Reworked FacePriortySorter to build an indicie array which is passed into SceneUploader Alpha Models now have the sorted faces uploaded first, then unsorted last to allow for drawElements & drawArrays to work, meaning shadow rendering can use the sorted model data Tweaks
Use Stamp Check as a slow path vs fast path
Sort Zones close accurately, then sort zones past the mid range with significantly less accuracy. Then dont sort at all for the furthest zones
multizoneLocs was failing due to zones being culled, causing flickering models when nearby zones we're culled. Instead of performing multizoneLocs in drawAlpha we should do it in preSceneDraw regardless of visibility, this allows us to do more accurate culling again saving allot of perf multizoneLocs should find the closest visible zone & padd scene frustum check Sync
…h & Dist are the same
Sync Fix Plugin Reload
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Reworked FacePriortySorter to build an indicie array which is passed into SceneUploader
Alpha Models now have the sorted faces uploaded first, then unsorted last to allow for drawElements & drawArrays to work, meaning shadow rendering can use the sorted model data