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Rendering internals
The near and far planes of the camera are set dynamically according to the scene dimensions. Other frustum planes are derived from the position, orientation and fieldOfView (horizontal) of the active <view>
and the aspect ration of the <´´ element.
Objects in the scene get culled based on their axis-aligned bounding box. The box gets calculated from the position (and index), if no bounding box is annotated manually. One can annotate the bounding box inside a mesh:
<float3 name="boundingBox">-10 -20 -30 20 20 20</float>
The annotation is in object space. The annotation can be useful for dynamic meshes, because these require re-computation of the bounding box every time the mesh changes.
If Frustum Culling is not desired, it can be deactivated via query attribute.