Revert "Move visibility range checking from the CPU to the GPU if `NoCpuCulling` is specified. (#23115) (#24252)
This reverts commit ebfbc3f5c8f37c94cee1977e1c86fe3e515bec66. # Objective - A third PR that fixes #23991 ## Solution - Reverts the commit that causes the issue. - This can be considered if the other solutions (#24197 & #24133) I’ve put up are not satisfactory, and we need more time to come up with a good solution (i.e. post 0.19 rc) that: - Implements PointLight and SpotLight shadow view behavior for gpu vis range culling that is agreed upon and looks good - Finalizes an appropriate way of sending this camera view world position data to the gpu (Immediates vs ViewUniformBuffer or other Uniform) - Note: Meshes that are tagged with `NoCpuCulling` will **not** undergo cpu visibility range culling. That was implemented in a separate PR: https://github.com/bevyengine/bevy/pull/23107/changes#diff-fec33d34072b7b4be336571ceecf2c10fc9bafd8366c1b29531089b7e3ef621cL745-L748. If you want to use `VisibilityRange` culling, you will still need to have CPU culling enabled for the mesh. ## Testing - `cargo run --example visibility_range` works normal now. - Tested some other 3d examples make sure the pipeline is ok — atmosphere, pccm
K
Kevin Chen committed
dc3a6cbb9c6b471349350b071c794561344ce0a9
Parent: f9c4629
Committed by GitHub <noreply@github.com>
on 5/13/2026, 8:42:41 AM