Data-Driven Renderer


Dan and I have done some initial work on the Data-Driven Renderer, which will enable us to do the mult-frustum to solve z-fighting artifacts (and many other things like sort draw calls, and cleanly support multiple passes for picking, shadows, cubemaps, etc.). We have about 25% of the design done, and its up on the wiki -

Comments welcome.

Dan’s already written some of the code (it started with the culling changes already in master), and we’ll continue to design-code-and-pull-request in a pipelined fashion to avoid a massive pull request later.