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vortxGE 2.0 progress

Published January 15, 2012
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All object culling back and working correctly, some great improvements to Occlusion and much cleaner access to Frustum. Can use any Scene node as a camera as well, great for debuging. My Move/Optimize/Draw pipeline has been greatly improved and better support for camera switching per render pass.

scene objects can now have a artist made occlusion shape rather then a AABB or Sphere. If occlusion mesh is missing engine will just default to actual mesh.

Simple image of Wall occlusion in action.
vortxGE_rewrite7.png
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