This page has been translated automatically.
Видеоуроки
Интерфейс
Основы
Продвинутый уровень
Подсказки и советы
Основы
Программирование на C#
Рендеринг
Профессиональный уровень (SIM)
Принципы работы
Свойства (properties)
Компонентная Система
Рендер
Режимы вывода изображения
Физика
Браузер SDK 2
Лицензирование и типы лицензий
Дополнения (Add-Ons)
Демонстрационные проекты
API Samples
Редактор UnigineEditor
Обзор интерфейса
Работа с ассетами
Контроль версий
Настройки и предпочтения
Работа с проектами
Настройка параметров ноды
Setting Up Materials
Настройка свойств
Освещение
Sandworm
Использование инструментов редактора для конкретных задач
Расширение функционала редактора
Встроенные объекты
Ноды (Nodes)
Объекты (Objects)
Эффекты
Декали
Источники света
Geodetics
World-ноды
Звуковые объекты
Объекты поиска пути
Player-ноды
Программирование
Основы
Настройка среды разработки
Примеры использования
C++
C#
UnigineScript
Унифицированный язык шейдеров UUSL (Unified UNIGINE Shader Language)
Плагины
Форматы файлов
Материалы и шейдеры
Rebuilding the Engine Tools
Интерфейс пользователя (GUI)
Двойная точность координат
API
Animations-Related Classes
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
VR-Related Classes
Работа с контентом
Оптимизация контента
Материалы
Визуальный редактор материалов
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Учебные материалы

Unigine.WorldOccluder Class

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.

Notice
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#

  • An article on Occluders for general information
  • An article on Occluder
  • A set of UnigineScript API samples located in the <UnigineSDK>/data/samples/worlds/ folder:
    • occluder_00
    • occluder_01
    • occluder_02

WorldOccluder Class

Properties

float Distance#

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.

vec3 Size#

The current dimensions of the world occluder box.

bool BackFace#

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.

Members


WorldOccluder ( vec3 size ) #

Constructor. Creates a new world occluder with given dimensions.

Arguments

  • vec3 size - Size of the new occluder.

static int type ( ) #

Returns the type of the node.

Return value

World type identifier.
Last update: 13.12.2024
Build: ()