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Optimise the LowPoly Renderer #9

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@mario-deluna

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@mario-deluna

The current implementation is really just for testing and getting something on the screen.

An optimised system should properly sort, group and batch rendering calls whenever possible.

  • Implement static renderable as separate components.
  • Organise renderables in Quadtree or octree to implement basic culling.
  • Extract the renderables into render call like data structures
  • Sort the "renderList" entities by shader, buffer, material Z etc..
  • Batch static renderables together per sector.
  • Test if PHP bottlenecks when frustum culling dynamic entities.

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