From 2e82ffca883049ee262978fdac501d74d56aa757 Mon Sep 17 00:00:00 2001 From: clayjohn Date: Thu, 22 Sep 2022 14:38:12 -0700 Subject: [PATCH] Small fixes for occlusion culling doc --- tutorials/3d/occlusion_culling.rst | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/tutorials/3d/occlusion_culling.rst b/tutorials/3d/occlusion_culling.rst index 8476c900d..62074a552 100644 --- a/tutorials/3d/occlusion_culling.rst +++ b/tutorials/3d/occlusion_culling.rst @@ -60,9 +60,9 @@ performance gains. significantly. The greatest performance benefits can be observed when using the Forward - Mobile or Compatibility rendering backends, as neither of those feature a + Mobile rendering backend, as it does not feature a depth prepass for performance reasons. As a result, occlusion culling will - actively decrease shading overdraw with those rendering backends. + actively decrease shading overdraw with that rendering backend. Nonetheless, even when using a depth prepass, there is still a noticeable benefit to occlusion culling in complex 3D scenes. However, in scenes with @@ -154,7 +154,7 @@ for MultiMeshInstance3D setups or CSG nodes (due to the aforementioned limitatio After enabling the occlusion culling project setting mentioned above, add an OccluderInstance3D node to the scene containing your 3D level. Select the OccluderInstance3D node, then choose an occluder type to add in the **Occluder** -roperty: +property: - QuadOccluder3D (a single plane) - BoxOccluder3D (a cuboid)