moai/moai-dev — Issue #5: Improve performance of frustum culling against MOAIGrid
Author: patrickmeehan
Created: 2012-01-06 01:12:02+00:00
State: open

The current implementation naively intersects all edges of the frustum with the prop's plane then uses the in-plane bounding rectangle. We should consider scan converting a more snugly fitting polygon to produce a more efficient set of tiles to render. We also need a way to enforce a 'horizon' and/or maximum viewable tiles limit: right now, if grid is set to wrap, we wind up with a huge number of tiles to draw as the camera approaches a side-view of the tilemap.