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Public API Reference |
Compounds | |
class | csFrustumContext |
This structure keeps track of the current frustum context. More... | |
struct | iFrustumView |
This structure represents all information needed for the frustum visibility calculator. More... | |
struct | iFrustumViewUserdata |
User data which can be attached to iFrustumView. More... | |
struct | iVisibilityCuller |
This interface represents a visibility culling system. More... | |
struct | iVisibilityObject |
An object that wants to know if it is visible or not for some visibility culler needs to implement this interface. More... | |
struct | iVisibilityObjectIterator |
Iterator to iterate over some visibility objects. More... | |
GetCullerFlags() flags | |
#define | CS_CULLER_HINT_CONVEX 1 |
Object is fully convex. More... | |
#define | CS_CULLER_HINT_CLOSED 2 |
Object is closed. More... | |
#define | CS_CULLER_HINT_GOODOCCLUDER 4 |
This is a good occluder. More... | |
#define | CS_CULLER_HINT_BADOCCLUDER 8 |
This is a bad occluder. More... | |
Functions | |
typedef | void (csFrustumViewObjectFunc)(iMeshWrapper *mesh |
Function that will be called for every visited object (during CastShadows() procedure from the visibility culler). More... |
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This is a bad occluder. With this hint you say that this object is almost certainly a bad occluder. |
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Object is closed. This is a hint for the culler which means that the object is closed (meaning that if you are outside the object, you can only see the visible side of all polygons). It is legal to set this hint even if the object is not really closed. For example, a cube with five faces (i.e. one face missing) can be set as closed with this flag because treating this as closed will not cause culling errors (unless there are objects in the cube of course). |
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Object is fully convex. This is a hint for the culler so it can potentially perform more efficient culling operations on the object. |
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This is a good occluder. With this hint you say that this object is a good occluder. The culler can still ignore this hint of course. |
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Function that will be called for every visited object (during CastShadows() procedure from the visibility culler).
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