#[repr(u32)]pub enum IPLSceneType {
IPL_SCENETYPE_DEFAULT = 0,
IPL_SCENETYPE_EMBREE = 1,
IPL_SCENETYPE_RADEONRAYS = 2,
IPL_SCENETYPE_CUSTOM = 3,
}Expand description
The types of scenes that can be created. Each scene type corresponds to a different ray tracing implementation.
Variants§
IPL_SCENETYPE_DEFAULT = 0
Steam Audio’s built-in ray tracer. Supports multi-threading. Runs on all platforms that Steam Audio supports.
IPL_SCENETYPE_EMBREE = 1
The Intel Embree ray tracer. Supports multi-threading. This is a highly optimized implementation, and is likely to be faster than the default ray tracer. However, Embree requires Windows, Linux, or macOS, and a 32-bit x86 or 64-bit x86_64 CPU.
IPL_SCENETYPE_RADEONRAYS = 2
The AMD Radeon Rays ray tracer. This is an OpenCL implementation, and can use either the CPU or any GPU that supports OpenCL 1.2 or later. If using the GPU, it is likely to be significantly faster than the default ray tracer. However, with heavy real-time simulation workloads, it may impact your application’s frame rate. On supported AMD GPUs, you can use the Resource Reservation feature to mitigate this issue.
IPL_SCENETYPE_CUSTOM = 3
Allows you to specify callbacks to your own ray tracer. Useful if your application already uses a high-performance ray tracer. This option uses the least amount of memory at run-time, since it does not have to build any ray tracing data structures of its own.
Trait Implementations§
Source§impl Clone for IPLSceneType
impl Clone for IPLSceneType
Source§fn clone(&self) -> IPLSceneType
fn clone(&self) -> IPLSceneType
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read more