WorldOccluder Class
The scope of applications for UnigineScript is limited to implementing materials-related logic (material expressions, scriptable materials, brush materials). Do not use UnigineScript as a language for application logic, please consider C#/C++ instead, as these APIs are the preferred ones. Availability of new Engine features in UnigineScript (beyond its scope of applications) is not guaranteed, as the current level of support assumes only fixing critical issues.
Inherits from: | Node |
This class is used to create a box-shaped occluder that culls surfaces, bounds of which are currently hidden behind it. If any part of the bound of the object's surface is visible behind the occluder, the surface will not be culled. The objects' surfaces behind the occluder are not sent to the GPU, thereby saving performance.
The occluder itself is rendered by the CPU and stored in a separate buffer.
The front or back faces of the occluder are used to cull surfaces. See details here.
Usage#
In order to enhance performance, occluders should be used wisely. The following notes will help you to decide whether to use the occluder or not:
- Occluders 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).
- Effective culling is possible if objects are not too large, since if any part of their surface is seen, it cannot be culled. In case objects are big and have a few surfaces, it is likely that an additional performance load of an occluder will not pay off.
- In case the scene is filled with flat objects or a camera looks down on the scene from above (for example, in flight simulators), it is better not to use occluders at all or disable them.
See Also#
WorldOccluder Class
Members
static WorldOccluder ( vec3 size ) #
Constructor. Creates a new world occluder with given dimensions.Arguments
- vec3 size - Size of the new occluder.
void setBackFace ( int face ) #
Updates the value indicating whether the back faces of the occluder box are used instead of front faces to occlude objects' surfaces. By default, the front faces are used.Arguments
- int face - 1 to use the back faces of the occluder to cull surfaces; 0 to use the front ones.
int isBackFace ( ) #
Returns the value indicating whether the back faces of the occluder box are used instead of front faces to occlude objects' surfaces. By default, the front faces are used.Return value
1 if the back faces of the occluder are used to cull surfaces; otherwise, 0.void setDistance ( float distance ) #
Updates the distance between the camera and the bounding box of the occluder, at which the occluder becomes disabled (it isn't processed by the CPU, hence it isn't rendered). By default, the inf value is used.Arguments
- float distance - The distance in units.
float getDistance ( ) #
Returns the current distance between the camera and the bounding box of the occluder, at which the occluder becomes disabled (it isn't processed by the CPU, hence it isn't rendered). By default, the inf value is used.Return value
The distance in units.void setSize ( vec3 size ) #
Updates the current dimensions of the world occluder box.Arguments
- vec3 size - The occluder dimensions.
vec3 getSize ( ) #
Returns the current dimensions of the world occluder box.Return value
The occluder dimensions.static int type ( ) #
Returns the type of the node.Return value
World type identifier.Last update:
2021-12-13
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