Particles: per-pass frustum culling (main / mirror / shadow) so off-screen particles skip the sort and the main draw #518
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sky_line/Slipstream#518
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Found while testing #479's frozen culling camera: off-screen particles still render. The GPU particle pool has no culling:
clean_particle_compact.compgives every live particle a sorted draw key, so every live particle is depth-sorted and drawn each frame by the main view, the mirror and the sun-shadow cascades, wherever it is.Off-screen quads are cheap to draw (vertex work, then clipped), but the sort grows with all live particles, which matters in particle-heavy places (#435).
Fix (per pass, like #517 for avatars)
Done when
Shipped in 1.1.0 Beta 9 (v1.1.0-beta.9).