Structs§
- Whether or not an entity is visible in the hierarchy. This will not be accurate until
VisibilityPropagate
runs in thePostUpdate
schedule. - Use this component to opt-out of built-in frustum culling for entities, see
Frustum
. - Describes which rendering layers an entity belongs to.
- Stores information related to
VisibilityRange
s in the render world. - Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering.
- A
Bundle
of theVisibility
,InheritedVisibility
, andViewVisibility
Component
s, which describe the visibility of an entity. - Specifies the range of distances that this entity must be from the camera in order to be rendered.
- A plugin that enables
VisibilityRange
s, which allow entities to be hidden or shown based on distance to the camera. - Collection of entities visible from the current view.
- Stores which entities are in within the
VisibilityRange
s of views.
Enums§
- User indication of whether an entity is visible. Propagates down the entity hierarchy.
Constants§
- We need at least 4 storage buffer bindings available to enable the visibility range buffer.
Functions§
- Computes and adds an
Aabb
component to entities with aHandle<Mesh>
component and without aNoFrustumCulling
component. - System updating the visibility of entities each frame.
- Checks all entities against all views in order to determine which entities with
VisibilityRange
s are potentially visible. - Extracts all
VisibilityRange
components from the main world to the render world and inserts them intoRenderVisibilityRanges
. - Updates
Frustum
. - Writes the
RenderVisibilityRanges
table to the GPU.
Type Aliases§
- An identifier for a rendering layer.
- A convenient alias for
With<Handle<Mesh>>
, for use withVisibleEntities
.