ScreenVisibleCheck
Description
- Derived from
-
DefaultVisibleCheck abstract
ICameraInfoDependent
IViewportDependent
The ScreenVisibleCheck is the default implementation of the IVisibleCheck interface for screen-space visible checks.
Use this class for view-dependent rendering.
This visible check contains all components of DefaultVisibleCheck.
The following list shows the additional components of this visible check:
-
Texture
May use a fade range via FadeTexture. -
Material
May use a fade range via FadeMaterial. -
Backfaces
Reduced error terms for terrain back-faces (see BackfaceAngle). -
SectorSize
Maximum screen-size for terrain mesh sectors (see MaxSectorSize). -
Lighting
Difference in shading by directional lighting (see LightDirection).
May be scaled via LightScale.
May use a fade range via FadeLight.
The following vertex data semantics are used by this class:
-
required : Semantic.Position
-
required : Semantic.Radius
-
required : Semantic.Area
-
optional : Semantic.ErrorPosition (see
Position
) -
optional : Semantic.ErrorNormal (see
Normal
) -
optional : Semantic.ErrorTexture (see
Texture
) -
optional : Semantic.ErrorMaterial (see
Material
) -
optional : Semantic.Normal (see
Backfaces
,Lighting
)
Public / Attributes
BackfaceAngle
Maximum backfacing angle to allow before culling vertices, in degrees.
Setting this to 90°
will disable backface culling.
Defaults to 5°
.
- See also
FadeLight
Specifies the camera distance fade range for the light metric.
Defaults to Fade.AlwaysOne, i.e. the light metric never fades out.
- See also
FadeMaterial
Specifies the camera distance fade range for material tokens.
Defaults to Fade.AlwaysOne, i.e. material tokens never fade out.
FadeTexture
Specifies the camera distance fade range for texture colors.
Defaults to Fade.AlwaysOne, i.e. texture colors never fade out.
LightDirection
Light direction vector of prominent light source in the scene.
Defaults to Vec3D.Zero.