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# Objective 1. Prevent weird glitches with stray pixels scattered around the scene ![image](https://github.com/user-attachments/assets/f12adb38-5996-4dc7-bea6-bd326b7317e1) 2. Prevent weird glitchy full-screen triangles that pop-up and destroy perf (SW rasterizing huge triangles is slow) ![image](https://github.com/user-attachments/assets/d3705427-13a5-47bc-a54b-756f0409da0b) ## Solution 1. Use floating point math in the SW rasterizer bounding box calculation to handle negative verticss, and add backface culling 2. Force hardware raster for clusters that clip the near plane, and let the hardware rasterizer handle the clipping I also adjusted the SW rasterizer threshold to < 64 pixels (little bit better perf in my test scene, but still need to do a more comprehensive test), and enabled backface culling for the hardware raster pipeline. ## Testing - Did you test these changes? If so, how? - Yes, on an example scene. Issues no longer occur. - Are there any parts that need more testing? - No. - How can other people (reviewers) test your changes? Is there anything specific they need to know? - Run the meshlet example. |
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README.md |