Simple test for an occlusion culling implementation using CPU side DDA. This could've easily been written on the GPU using compute shaders but doing the culling (hiding / showing the entities) on the GPU would require an entire rewrite and having to deal with the GPU persistent drawer, which I did not want to deal with.
For now this just disables or enables the MaterialMeshInfo component on the chunk entities based on whether or not they are occluded by LOD0 chunks in the DDA rasterized pass.
It is unstable as hell; but I'm going to try making it less conservative in terms of culling in order to reduce the false-positives.
Also very slow as well but hopefully could beat the price of having to render overdrawn chunks.