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Apr 20, 2017 at 5:29 history tweeted twitter.com/StackGameDev/status/854930051598569472
Apr 18, 2017 at 5:20 history bumped CommunityBot This question has answers that may be good or bad; the system has marked it active so that they can be reviewed.
S Mar 8, 2017 at 10:17 history suggested Mithical CC BY-SA 3.0
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Mar 8, 2017 at 10:03 review Suggested edits
S Mar 8, 2017 at 10:17
Mar 2, 2017 at 22:26 history bumped CommunityBot This question has answers that may be good or bad; the system has marked it active so that they can be reviewed.
Jan 27, 2017 at 14:28 answer added kolenda timeline score: 1
Jun 17, 2016 at 7:54 comment added Syntac_ Sorry I didn't realise this was in Unity, I'm unable to provide details on how to do it.
Jun 16, 2016 at 17:11 comment added eclmist I'm not sure I understand what you mean. Could you elaborate a bit more?
Jun 16, 2016 at 12:16 comment added Syntac_ I'm only talking about modifying a copy of the transform for frustum culling.
Jun 16, 2016 at 10:15 comment added eclmist Moving the object's transform would result in the vertex shader moving it further, not sure if that's what you meant though.
Jun 16, 2016 at 10:11 comment added Syntac_ Surely you'd have to apply the same math as in the vertex shader to the objects' transforms before frustum culling to match, doesn't have to be exact an approximation would be good enough.
Jun 16, 2016 at 9:34 history asked eclmist CC BY-SA 3.0