Structs§
- Actor
Importance - Actor
Streaming Proxy - Adaptive
LodController - Async
Load Queue - Async
Load Request - BvhBuilder
- BvhNode
- Chunk
Bounds - Chunk
Coord - Chunk
Dependency - Chunk
Dependency Edge - Chunk
Flags - Chunk
Header - Chunk
Mesh Lod - Chunk
Neighbor Manager - Chunk
Pool - Chunk
Update Scheduler - Cluster
Grid - Data
Layer - Data
Layer System - Distance
Field2D - Frame
Profile Data - Frustum
Culling - Heightfield
Collision - Hlod
Builder - Hlod
Cluster - Impostor
Billboard - Impostor
Capture Job - Impostor
Capture Queue - Instance
Culling Pipeline - Level
Streaming Volume - Level
Streaming Volume Manager - Loading
Budget Controller - LodTransition
Manager - LodTransition
State - Memory
Budget - Mesh
LodManager - Mesh
Vertex - Octree
Builder - Octree
Node - Patch
Stitcher - Portal
- Portal
Visibility System - Prefetch
System - Profiler
Event - Profiler
Summary - Region
Bitmask - Render
Batch - Render
Batch Builder - Render
Visibility State - Runtime
Histogram - Scene
Graph - Scene
Node - Screen
Space Error Metric - Sector
Info - Sector
Streaming Map - Simplified
Mesh - Spatial
Query Result - Spatial
Query System - Streaming
Camera - Streaming
Chunk - Streaming
Config - Streaming
Distance Calculator - Streaming
Event Queue - Streaming
Level - Streaming
Level Manager - Streaming
Priority - Streaming
Profiler - Streaming
Stats - Terrain
Heightmap - Terrain
Material Blender - Terrain
Material Layer - Terrain
Patch - Virtual
Texture - Virtual
Texture Tile - Visibility
Grid - World
Bounds Tracker - World
Partition - World
Partition Cell - World
Streaming Editor
Enums§
- BvhNode
Kind - Chunk
Load State - Data
Layer Mode - Eviction
Policy - Frustum
Result - LodLevel
- Profiler
Event Type - Quality
Preset - Streaming
Event - Streaming
Load Type
Functions§
- aabb_
corner_ distances - aabb_
solid_ angle_ approx - aabb_
vs_ sphere - barycentric_
coords - benchmark_
frustum_ cull - bezier_
arc_ length_ t - bezier_
arc_ length_ table - bezier_
cubic - bezier_
cubic_ tangent - build_
lod_ distance_ array - build_
lod_ transition_ curve - build_
minimal_ test_ scene - build_
streaming_ config_ from_ hardware_ caps - build_
test_ world - bvh_
sah_ cost - bvh_
sah_ cost_ fn - capsule_
vs_ sphere - catmull_
rom - chunk_
grid_ to_ world_ center - chunk_
visual_ importance - clamp_
viewer_ to_ world_ bounds - closest_
point_ on_ segment - cluster_
merge_ cost - compute_
aabb_ from_ obb - compute_
chunk_ lod_ blend_ weights - compute_
cluster_ merge_ cost - compute_
dynamic_ streaming_ radius - compute_
heightmap_ ao - compute_
level_ streaming_ priority - compute_
lod_ bias_ from_ mip - compute_
lod_ histogram - compute_
lod_ switch_ hysteresis - compute_
look_ at_ quat - compute_
ortho_ matrix - compute_
per_ frame_ memory_ delta - compute_
projection_ matrix - compute_
sphere_ screen_ radius - compute_
streaming_ coverage - compute_
tangent_ space - compute_
view_ matrix - compute_
world_ bounds_ from_ chunks - create_
default_ editor - create_
editor_ with_ preset - debug_
print_ lod_ distribution - distance_
point_ to_ line - estimate_
bvh_ memory_ bytes - estimate_
lod_ memory_ total - estimate_
octree_ memory_ bytes - estimate_
total_ world_ memory - evaluate_
lod_ quality - evaluate_
lod_ quality_ metrics - exp_
smooth - exp_
smooth_ vec3 - fbm_
noise_ 2d - find_
nearest_ loaded_ chunk - generate_
grid_ bounds - generate_
heightmap_ fbm - halton
- halton_
2d - halton_
3d - hash_2d
- hash_3d
- hydraulic_
erosion_ step - isqrt
- lerp_
vec3 - obb_
vs_ point - pack_
rgba8 - point_
in_ triangle - project_
point_ to_ plane - ray_
aabb_ intersect - recompute_
all_ chunk_ priorities - required_
lod_ levels - run_
streaming_ simulation - screen_
to_ world_ ray - sh_
l1_ eval - sh_
l1_ project - slerp_
quat - smooth_
step - smoother_
step - sphere_
vs_ sphere - stress_
test_ bvh - stress_
test_ octree - system_
capacity_ summary - thermal_
erosion_ pass - triangle_
area - triangle_
normal - unpack_
rgba8 - validate_
bvh - validate_
chunk_ bounds - validate_
frustum_ planes - validate_
lod_ transitions - value_
noise_ 2d - world_
to_ chunk_ grid