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注意! 这个版本的文档是过时的,因为它描述了一个较老的SDK版本!请切换到最新SDK版本的文档。
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Occluder

Occluder is an object that is used to cull objects' surfaces, bounds of which are not visible behind it.Occluder是用于消隐对象表面的对象,其边界在其后面不可见。

注意

Occluder can be highly effective in case of complex environments where there are many objects that occlude each other and are costly to render (they have a lot of polygons and/or heavy shaders).Occluder在复杂的环境中非常有效,在这种环境中,许多对象相互遮挡并且渲染成本很高(它们具有大量的多边形和/或较重的着色器)。

However, effective culling is possible only if objects are not too large. If objects are big and have several surfaces, it is likely that an additional performance load of an Occluder will not pay off.但是,只有在对象不太大的情况下,才有可能进行有效的剔除。如果对象很大并且有多个曲面,则Occluder的额外性能负载可能不会得到回报。

注意
If a scene is filled with flat objects or the camera looks down on the scene from above (for example, in flight simulators), it is better not to use Occluder nodes at all or disable them.如果场景中充满了平面物体,或者摄像机从上方俯视场景(例如,在飞行模拟器中),则最好不要使用Occluder节点或禁用它们。

Occluder is rendered by the CPU and stored in a separate buffer. Only the Occluder nodes that are displayed in the viewport are saved to the buffer.Occluder由CPU渲染并存储在单独的缓冲区中。仅将在视口中显示的Occluder节点保存到缓冲区。

To display the buffer, you should pass 1 to the render_show_occluder console command:要显示缓冲区,您应该将1传递给render_show_occluder控制台命令:

命令行
render_show_occluder 1

The buffer will open in the upper left corner:缓冲区将在左上角打开:

Simplified Occluder that is stored in the buffer存储在缓冲区中的简化Occluder
注意
The buffer is rendered in a low resolution.缓冲区以低分辨率呈现。

Types of Occluder封堵器的类型#

There are two types of Occluder:Occluder有两种类型:

  •   Occluder — a simple cuboid shaped Occluder   Occluder —一个简单的长方体形状的Occluder
  •   Occluder MeshOccluder based on an arbitrary .mesh file   Occluder Mesh —基于任意.mesh文件的Occluder
最新更新: 2023-12-19
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