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Since #410 we're using shader uniform to apply camera instead of calculating the transformed vertices on CPU, the final vertices we calculate in drawRaw are world-space instead of screen-space due to this change, making the bound checking pointless if any camera transformation is involved. The direct effect is objects outside of [0, 0] - [width, height] were not rendered despite being in camera.

Should fix this

@slmjkdbtl slmjkdbtl added the boop This PR is ready for review! label Dec 16, 2021
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replbot commented Dec 16, 2021

Good work, this PRs short and easy to review! Promoting to bop.

@replbot replbot added the bop This PR is short and easy to review! label Dec 16, 2021
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@slmjkdbtl slmjkdbtl merged commit 4bed5c5 into master Dec 16, 2021
@slmjkdbtl slmjkdbtl deleted the tw-no-cull branch December 16, 2021 23:28
@replbot replbot removed the boop This PR is ready for review! label Dec 16, 2021
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replbot commented Dec 16, 2021

unbooping: approved

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4 participants