Thursday, 04 June, 2026г.
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пример: покупка автомобиля в Запорожье

 

Raster based Occlusion Culling

Raster based Occlusion CullingУ вашего броузера проблема в совместимости с HTML5
A small demo of occlusion culling of many objects in a scene using OpenGL's Shader Storage Suffer Objects (SSBO). Nvidia article: https://github.com/nvpro-samples/gl_occlusion_culling What's interesting about SSBO is that it can write out to memory, so here I use the fragment shader with early depth test to determine the visibility of objects by writing into a visibility array.
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