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).