Comments (4)
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
- Removed labels: Type-Defect
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[deleted comment]
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"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.
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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