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85ef0a1058fb0acbf550b8d3674d02d9023de82b
godot/modules/raycast/config.py

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Implement occlusion culling Added an occlusion culling system with support for static occluder meshes. It can be enabled via `Project Settings > Rendering > Occlusion Culling > Use Occlusion Culling`. Occluders are defined via the new `Occluder3D` resource and instanced using the new `OccluderInstance3D` node. The occluders can also be automatically baked from a scene using the built-in editor plugin.
2021-04-20 18:40:24 +02:00
def can_build(env, platform):
Unify bits, arch, and android_arch into env["arch"] Fully removes the `bits` option and adapts the code that relied on it. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2021-12-15 17:38:10 -08:00
# Depends on Embree library, which only supports x86_64 and arm64.
return env["arch"] in ["x86_64", "arm64"]
Implement occlusion culling Added an occlusion culling system with support for static occluder meshes. It can be enabled via `Project Settings > Rendering > Occlusion Culling > Use Occlusion Culling`. Occluders are defined via the new `Occluder3D` resource and instanced using the new `OccluderInstance3D` node. The occluders can also be automatically baked from a scene using the built-in editor plugin.
2021-04-20 18:40:24 +02:00
def configure(env):
pass
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