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Make the occlusion culling debug draw mode draw a translucent overlay #79733

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@Calinou Calinou commented Jul 21, 2023

This allows for easy, depth-aware navigation in the 3D editor while being able to view which meshes are occluders and which meshes aren't.

I've tested this change with both Forward+ and Mobile rendering methods. No Vulkan validation errors are reported when running with --gpu-validation on either rendering method. (The Compatibility rendering method currently doesn't support most debug draw modes, including the occlusion culling buffer. Occlusion culling itself does work though.)

Thanks @myaaaaaaaaa for the help 🙂

Testing project: test_occlusion_culling_buffer.zip

Preview

The red overlay on the sides is more noticeable at a higher FOV, and wasn't introduced by this PR. Previously, it was rendered as a dark vignette. I'm not sure what's causing this.

Screenshot_20230721_030013

This allows for easy, depth-aware navigation in the 3D editor while
being able to view which meshes are occluders and which meshes aren't.

Co-authored-by: myaaaaaaaaa <[email protected]>
@Calinou Calinou force-pushed the occlusion-culling-debug-draw-translucency branch from 34195cf to 63a59c9 Compare July 21, 2023 01:10
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Make the occlusion culling debug draw mode display a translucent overlay instead of replacing the viewport
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