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DX11 SET OBJECT BOUNDING BOX
Sets the bounding box of the given object.
The bounding box is used by the engine to determine whether to cull objects from rendering, as well as for a first step in determining
whether a ray may intersect the object.
By default the bounding box of an object is internally updated using the extreme vertex position data set using the POSITION0 semantic
during mesh editing, however for vertex data that doesn't use this semantic (such as special purpose control point data) the engine cannot
figure out the bounds of the object and will default it to zero, meaning the object will always be culled and never hit by rays.
In these situations this function can be called to manually inform the engine about the object's bounds.
Note that the bounding coordinates are relative to the object's pivot point!
DX11 SET OBJECT BOUNDING BOX object, minX, minY, minZ, maxX, maxY, maxZ
object Dword The object to set the bounding box corner coordinates of.
minX Float The minimum X corner coordinate of the new bounding box.
minY Float The minimum Y corner coordinate of the new bounding box.
minZ Float The minimum Z corner coordinate of the new bounding box.
maxX Float The maximum X corner coordinate of the new bounding box.
maxY Float The maximum Y corner coordinate of the new bounding box.
maxZ Float The maximum Z corner coordinate of the new bounding box.
This function does not return a value.
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