就可以求得在当前摄像机下,无透明的最近点的三维坐标,然后以摄像机为原点,摄像机向对应uv的三维坐标下很远的值为终点,我们使用模型距离场,就不考虑上面那段根据全局距离场的代码,然后调用RayTraceThroughTileCulledDistanceFields把当前原点,终点传入模型距离场中计算。
和贴图的Mip Map类似,仍然是用空间换时间。 2.Unity中如何使用LOD 2.1 项目准备 温馨提示:本文的素材和项目文末有链接...渲染,其脚本仍然在执行。比如说,我们给每个子物都挂载有一个相同的Monobehaviour脚本,即使现在只有LOD1的物体显示,但LOD0和LOD2上的脚本的update仍然在执行。也就是说LOD 控制...
Instead, I found I had to brute force it, so on the beginplay event, find all actors that are widgets, loop through each one, get its widget component, get the explicit blueprint widget, and thats the name to use as the target. I'm sure this'll fail spectacularly later, but for no...
Playback - load previously recorded file and loop it content EnablePolling switches poll/wait update mode. Poll mode is checking for data with specified rate, wait mode is blocking until data is available. Mode inspector Stream configuration Each stream has it's own dropdown with enable/disable...
Perform granular editing using a mesh's PolyGroups. PolyModel stands for PolyGroup Model, not to be confused with polygon. ToolOperation PolyEdOpens tools, such asExtrude,Bevel, andEdge Loop, to edit meshes via PolyGroups. PolyDefOpens tools to deform meshes via their PolyGroups. ...
BugFix: Player Controllers are now kept in the same order when going through a seamless travel map transition, which fixes Get Player Controller calls. BugFix: Fixed extra white space not being removed in front of console commands. BugFix: Actors attached via the World Outliner to a Child Ac...
au.VirtualLoops.PerfDistanceSets virtual loop distance to scale update rate between min and max beyond max audible distance of sound. au.VirtualLoops.UpdateRate.MaxSets maximum rate to check if sound becomes audible again (at beyond sound's max audible distance + perf scaling distance). ...
Bugfix: Fixed a crash when using undo/redo while editing the Animation Blueprints defaults. Bugfix: There was an edge case in random sequence player where there might be an extra loop when waiting on a blend to finish. This made it impossible for a shuffle list to start with the animation...
FEdgeLoop Sequential lists of vertices/edges in a mesh that form a closed loop FEdgeSpan Sequential lists of vertices/edges in a mesh that is not closed. FForceGeometryNamespaceToExist FGeometryCoreModule FIndex2i 2-index tuple. FIndex3i 3-index tuple. FIndex4i 4-index tuple. FInter...
while theVideoBundle_02draws its input feed from port 2 on the card through a different proxy. When you change Media Profiles, those proxies automatically re-map the input feeds to the first two input sources defined in the new Media Profile, instantly changing the video feeds that you see ...