remove sphere intersection test from render_updates
It's not necessary when we have a heap to prioritize work close to the
camera. It also enables merges to happen far away, which helps with
performance.
@@ -231,18 +231,13 @@ where
key: node_key,
bounding_sphere: node_sphere,
center_dist_to_observer,
- closest_dist_to_observer,
+ ..
}) = candidate_heap.pop()
{
if num_render_chunks >= render_chunk_budget {
break;
}
- let node_intersects_clip_sphere = closest_dist_to_observer < clip_sphere.radius;
- if !node_intersects_clip_sphere {
- continue;
- }
-
let node_state = self.get_node_state(node_key).unwrap();
let was_active = node_state.state_bits.bit_is_set(StateBit::Render as u8);
