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Module ray_flags

Module ray_flags 

Source
Expand description

A ray’s flags, as DXR numbers them (and naga’s RayFlag after them).

Constants§

ACCEPT_FIRST_HIT
End the search at the first hit (RAY_FLAG_ACCEPT_FIRST_HIT_AND_END_SEARCH).
CULL_BACK_FACING
Cull back-facing triangles (RAY_FLAG_CULL_BACK_FACING_TRIANGLES).
CULL_FRONT_FACING
Cull front-facing triangles (RAY_FLAG_CULL_FRONT_FACING_TRIANGLES).
CULL_NON_OPAQUE
Cull non-opaque geometry (RAY_FLAG_CULL_NON_OPAQUE).
CULL_OPAQUE
Cull opaque geometry (RAY_FLAG_CULL_OPAQUE).
FORCE_NON_OPAQUE
Non-opaque geometry regardless of its own flag (RAY_FLAG_FORCE_NON_OPAQUE).
FORCE_OPAQUE
Opaque geometry regardless of its own flag (RAY_FLAG_FORCE_OPAQUE).
SKIP_CLOSEST_HIT
Run no closest-hit program (RAY_FLAG_SKIP_CLOSEST_HIT_SHADER).
SKIP_PROCEDURAL
Skip procedural geometry (RAY_FLAG_SKIP_PROCEDURAL_PRIMITIVES).
SKIP_TRIANGLES
Skip triangle geometry (RAY_FLAG_SKIP_TRIANGLES).