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Switch occlusion culling to be based on depth instead of Euclidean distance #103798

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Rudolph-B
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Resolves #94210 while undoing #98257 to improve behavior of #99986

Main reasons this change in approach as stated by @Flarkk in #97712 are:

  1. the edge case discussed above is in my opinion not worth the overhead introduced by moving the whole buffer to euclidiant distance (see Store view depth instead of ray length in occlusion buffer #100907)

  2. it ensures occlusion culling still works with very far away objects (see Enable rendering with unbounded far distance #99986 (comment))

Tested using:

This is a re-implementation of #97712 since I was unable to reopen it.

…en selecting the closest point

Co-authored-by: Florent Guiocheau <florent.guiocheau@gmail.com>
@Rudolph-B
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@Flarkk If you are happy with this I can change the PR to ready for review?

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Flarkk commented Mar 8, 2025

Awesome ! Will test it against #99986 and let you know.

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