DX11 SET OBJECT TO CATCH ALL SECTOR

Sets whether the specified object should use the catch-all sector for early culling operations or not.
By default, objects are put into world sectors - box shaped volumes that get culled first to save the work of
culling each individual object when it is likely that most of them aren't visible anyway. An object will automatically change
sector if repositioned so that it falls within the world space volume of another sector. The sectors overlap
so that objects that lie on the edges don't get culled before they go out of the camera view, however this doesn't
work for extremely large objects that span multiple sectors (such as a terrain). You can tell the engine to manually
put these objects in a special catch-all sector; all objects in there are individually frustum culled for each render pass.
As for terrains (and other complex objects as well), individual limbs will also be culled if the object itself passes culling.

  Syntax
DX11 SET OBJECT TO CATCH ALL SECTOR object, useCatchAllSector
  Parameters
object
Dword
The object to set whether it should use the catch-all culling sector or not.
useCatchAllSector
Boolean
Set to true to make the given object use the catch-all sector, or false to put it into normal sectors.

  Returns

This function does not return a value.

  See also

OBJECT Functions Menu
DX11 Function Categories