Tea Monster, on 20 May 2016 - 09:46 AM, said:
Is it rendering everything correctly?
Yes. The issue is now getting the culling system working(making sure we are only drawing whats visible). One issue with drawing EVERYTHING to the screen, is you start to overload the Render Output Processor units on the GPU. This is especially true if you render everything without frustum or hi-z testing 

. The idea is I want to maximize GPU usage. I want all of the wavefronts on the GPU to be chewing on work. 
For each vertex:
      Position
      Texcoord
      Tangent
      Normal
      SectorID.
It might seem odd to put the SectorID for each vertex, but the idea is I can then submit one call to draw the entire world during the vis pass. I don't have to reset the constant buffer for each sector so this makes the GPU able to parralize work VERY efficiently. Since the vis render target is 1/8th the device render target, the ROP units have 1/8th the work to do. Then when I read back the double buffered vis texture, a vis job just goes over each pixel and from there I know each sector that's currently visible.