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  • #884

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Created Sep 13, 2022 by PencilVoid@PencilVoid

[OpenGL] Sprite culling does not consider camera pitch

See attached GIF. The culling algorithm correctly acknowledges the camera's position and yaw but always acts as if the camera is looking straight ahead. This results in sprites (and their dropshadows) which should be visible turning invisible despite still being onscreen. This does not occur with models.

srb21299

Edited Oct 03, 2022 by PencilVoid
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