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https://github.com/godotengine/godot
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4d9d99bb82
Added an occlusion culling system with support for static occluder meshes. It can be enabled via `Project Settings > Rendering > Occlusion Culling > Use Occlusion Culling`. Occluders are defined via the new `Occluder3D` resource and instanced using the new `OccluderInstance3D` node. The occluders can also be automatically baked from a scene using the built-in editor plugin.
37 lines
959 B
XML
37 lines
959 B
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="OccluderInstance3D" inherits="Node3D" version="4.0">
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<brief_description>
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</brief_description>
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<description>
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="get_bake_mask_bit" qualifiers="const">
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<return type="bool">
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</return>
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<argument index="0" name="layer" type="int">
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</argument>
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<description>
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</description>
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</method>
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<method name="set_bake_mask_bit">
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<return type="void">
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</return>
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<argument index="0" name="layer" type="int">
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</argument>
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<argument index="1" name="enabled" type="bool">
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</argument>
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<description>
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</description>
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</method>
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</methods>
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<members>
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<member name="bake_mask" type="int" setter="set_bake_mask" getter="get_bake_mask" default="4294967295">
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</member>
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<member name="occluder" type="Occluder3D" setter="set_occluder" getter="get_occluder">
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</member>
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</members>
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<constants>
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</constants>
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</class>
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