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OcclusionVolume Class Reference
[Miscellaneous]
An invisible shape that causes objects hidden from view behind it to not be rendered. More...
Public Attributes | |
Internal | |
string | edge |
For internal use only. | |
string | plane |
For internal use only. | |
string | point |
For internal use only. | |
Static Public Attributes | |
static bool | isRenderable |
Disables rendering of all instances of this type. | |
static bool | isSelectable |
Disables selection of all instances of this type. |
Detailed Description
An invisible shape that causes objects hidden from view behind it to not be rendered.
OcclusionVolume is a class for scene optimization. It's main use is for outdoor spaces where zones and portals do not help in optimizing scene culling as they almost only make sense for modeling visibility in indoor scenarios (and for connecting indoor spaces to outdoor spaces).
During rendering, every object that is fully behind an occluder
Be aware that occluders add overhead to scene culling. Only if this overhead is outweighed by the time saved by not rendering hidden objects, is the occluder actually effective. Because of this, chose only those spots for placing occluders where a significant number of objects will be culled from points that the player will actually be at during the game.
Like zones and portals, OcclusionVolumes may have a default box shape or a more complex
- See also:
- Scene::maxOccludersPerZone
- Scene::occluderMinWidthPercentage
- Scene::occluderMinHeightPercentage
Member Data Documentation
string OcclusionVolume::edge |
For internal use only.
string OcclusionVolume::plane |
For internal use only.
string OcclusionVolume::point |
For internal use only.