in blender, is there a way of just getting like. a list of all the visible polygons' line segments, with occlusion culling, in screen space coordinates, clipped to the camera's frustum?

ive literally never opened the geometry node panel but maybe it can do this? i have no idea what geometry nodes do but i assume there's some overlap with "vertex shader"

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@jk those are for procedural generation, their main output is. Geometry

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