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GoogleCodeExporter avatar GoogleCodeExporter commented on June 12, 2024
isVisible just returns the state of m_isVisible (usually updated by the 
updateVisibility function)
use isActive first to skip deactivated objects

isVisible() is related to frustum culling (inside the camera view), it doesn't 
take account of walls or other objects occlusion. It is only used during the 
current point of view rendering because it is view dependent.

For a more precise visibility test you can send a ray using the physics context 
or using MMeshTools raytracing (slower).

Original comment by [email protected] on 22 Sep 2013 at 10:18

  • Added labels: Type-Other
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from maratis.

GoogleCodeExporter avatar GoogleCodeExporter commented on June 12, 2024
[deleted comment]

from maratis.

GoogleCodeExporter avatar GoogleCodeExporter commented on June 12, 2024
"use isActive first to skip deactivated objects"

I was expecting the isVisible function to perform this check before returning 
the visibility test.

Currently, even if the deactivated object is outside of the point of view, true 
is returned.

Original comment by [email protected] on 24 Sep 2013 at 1:01

from maratis.

GoogleCodeExporter avatar GoogleCodeExporter commented on June 12, 2024
both functions don't execute any code, they just return a variable (m_isActive 
and m_isVisible) so both are fast

Original comment by [email protected] on 25 Sep 2013 at 7:56

from maratis.

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