occlusion queries are pretty useful, especially combined with indirect draw. references: - http://rastergrid.com/blog/2010/10/hierarchical-z-map-based-occlusion-culling/ - https://arm-software.github.io/opengl-es-sdk-for-android/occlusion_culling.html - https://vertostudio.com/gamedev/?p=177 hi-z map generation is already possible since recent commits, too
occlusion queries are pretty useful, especially combined with indirect draw.
references:
hi-z map generation is already possible since recent commits, too