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WpfGeometryModel3DNodeSortTrianglesByCameraDistance Method |
SortTrianglesByCameraDistance method sorts the triangle indices so that the triangles are sorted by camera distance -
triangles that are farther away are rendered first.
When the objects' world transformation is usually changed, then it is recommended to call this method with transformCamera parameter set to true.
This transforms the camera's position by inverted world matrix and does not require to transform all positions.
When objects' world transformation is not changed, then it is recommended to set transformCamera to false.
This transforms all positions by world transform once and does not require to calculate the inverted world matrix.
Namespace: Ab3d.DirectX.ModelsAssembly: Ab3d.DXEngine.Wpf (in Ab3d.DXEngine.Wpf.dll) Version: 7.1.9105.2048
Syntax public bool SortTrianglesByCameraDistance(
Vector3 cameraPosition,
bool transformCamera,
bool useDynamicIndexBuffer = true
)
Parameters
- cameraPosition Vector3
- position of the camera
- transformCamera Boolean
- when true, then the camera's position is transformed by inverted world matrix (recommended when object's world transform is changing); when false the original camera position is used but all the positions are transformed by the world transform (recommended when the object's world transform is not changing)
- useDynamicIndexBuffer Boolean (Optional)
- when true then a dynamic index buffer is used for the mesh (true by default)
Return Value
Booleantrue if triangle indices array way changed
See Also