Currently everything is sent to the gpu. Even if it is outside the frame. We need frustum culling to reduce the number of draw calls and the amount of vertex transforms being made.
Just a note that the idea is to provide an api where the developer can get a callback, with a buffer with the relevant spatial data (e.g. aabb's), and return another (same?) buffer, with some data filled in (e.g. culled = 1).
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Just a note that the idea is to provide an api where the developer can get a callback, with a buffer with the relevant spatial data (e.g. aabb's), and return another (same?) buffer, with some data filled in (e.g. culled = 1).