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As noted by @Calinou in #98562 occlusion culling still has some issue in the orthogonal. Particularly when zoomed out now. As shown in this video the issue is related to the how the occlusion buffer is calculated.
Steps to reproduce
Add 2 box mesh instances so that one can cover the other one
Tested versions
System information
Godot v4.4.dev (c6c464c) - Ubuntu 24.04.1 LTS 24.04 on X11 - X11 display driver, Multi-window, 2 monitors - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2070 SUPER (nvidia; 560.35.03) - AMD Ryzen 7 3700X 8-Core Processor (16 threads)
Issue description
As noted by @Calinou in #98562 occlusion culling still has some issue in the orthogonal. Particularly when zoomed out now. As shown in this video the issue is related to the how the occlusion buffer is calculated.
Steps to reproduce
Minimal reproduction project (MRP)
mrp.zip
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