#include "render_frame.h" #include // #include "logos/threadpool.h" #include "mem.h" #include "render.h" Cull_Result Frame_Cull(Renderer* ren, RenderEnt* entities, size_t entity_count, Camera* camera) { // TODO: u32 chunk_count = Tpool_GetNumWorkers(); arena* frame_arena = GetRenderFrameArena(ren); Cull_Result result = { 0 }; result.visible_ent_indices = arena_alloc( frame_arena, sizeof(u32) * entity_count); // make space for if all ents are visible assert((result.n_visible_objects + result.n_culled_objects == entity_count)); return result; }