This specialization of
CullTraverseruses the graphics pipe itself to perform occlusion culling. As such, it’s likely to be inefficient (since it interferes with the pipe’s normal mode of rendering), and is mainly useful to test other, CPU-based occlusion algorithms.
This cannot be used in a multithreaded pipeline environment where cull and draw are operating simultaneously.
virtual void end_traverse(void)
Should be called when the traverser has finished traversing its scene, this gives it a chance to do any necessary finalization.
DrawMask const &get_occlusion_mask(void) const
Returns a Texture that can be used to visualize the efforts of the occlusion cull.
void set_occlusion_mask(DrawMask const &occlusion_mask)
DrawMaskthat should be set on occlusion polygons for this scene. This identifies the polygons that are to be treated as occluders. Polygons that do not have this draw mask set will not be considered occluders.
- virtual void end_traverse(void)