|
DX11 SET WORLD SECTORS
Sets the number and volume of world sectors maintained by the engine.
Sectors are used to group adjacent objects / limbs together so that they may be culled early if their entire sector is out of view. The sectors do
overlap so that objects that happen to be on the edge between two sectors doesn't get clipped as soon as its "source sector" is out of view.
The best amount and sector size depends on your scene and it should generally be set to fit around the volume used by the current scene.
Any objects outside of any sector will be placed in the catch-all sector; it is ill advised to keep relying on that one for too
many objects since all of them will be individually culled for each render pass however.
Take note that recreating the sector partitioning is a rather involved process if all objects have to be relocated to new sectors; for this
reason it is recommended to call this function when you have few, if any, objects currently loaded. Since the only times you should need to
change the sector setup is when changing scenes this shouldn't need to be that much of a problem.
DX11 SET WORLD SECTORS across, down, through, width, height, depth
across Dword The number of world sectors to create along the X axis.
down Dword The number of world sectors to create along the Y axis. Generally you don't need as many Y-axis aligned sectors as for the X and Z axis, but it depends on the application.
through Dword The number of world sectors to create along the Z axis.
width Float The width of a single sector. The width of the entire sectorized volume is acrosswidth.
height Float The height of a single sector. The height of the entire sectorized volume is downheight.
depth Float The depth of a single sector. The depth of the entire sectorized volume is throughdepth.
This function does not return a value.
CORE Functions Menu
DX11 Function Categories
|