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| author | jfons <joan.fonssanchez@gmail.com> | 2021-04-20 18:40:24 +0200 |
|---|---|---|
| committer | jfons <joan.fonssanchez@gmail.com> | 2021-04-23 21:45:23 +0200 |
| commit | 4d9d99bb827967e2bb931eeb8c3f0e079b39ae1a (patch) | |
| tree | dcd5ff54562db253500aa835a27f3b2548e42eb9 /scene/register_scene_types.cpp | |
| parent | 34b3e8f9e2ae076990ecf3b2827eff759ba2abf9 (diff) | |
| download | redot-engine-4d9d99bb827967e2bb931eeb8c3f0e079b39ae1a.tar.gz | |
Implement occlusion culling
Added an occlusion culling system with support for static occluder meshes.
It can be enabled via `Project Settings > Rendering > Occlusion Culling > Use Occlusion Culling`.
Occluders are defined via the new `Occluder3D` resource and instanced using the new
`OccluderInstance3D` node. The occluders can also be automatically baked from a
scene using the built-in editor plugin.
Diffstat (limited to 'scene/register_scene_types.cpp')
| -rw-r--r-- | scene/register_scene_types.cpp | 3 |
1 files changed, 3 insertions, 0 deletions
diff --git a/scene/register_scene_types.cpp b/scene/register_scene_types.cpp index 232ad278dd..1b3be13039 100644 --- a/scene/register_scene_types.cpp +++ b/scene/register_scene_types.cpp @@ -208,6 +208,7 @@ #include "scene/3d/navigation_agent_3d.h" #include "scene/3d/navigation_obstacle_3d.h" #include "scene/3d/navigation_region_3d.h" +#include "scene/3d/occluder_instance_3d.h" #include "scene/3d/path_3d.h" #include "scene/3d/physics_body_3d.h" #include "scene/3d/physics_joint_3d.h" @@ -442,6 +443,8 @@ void register_scene_types() { ClassDB::register_class<XRAnchor3D>(); ClassDB::register_class<XROrigin3D>(); ClassDB::register_class<MeshInstance3D>(); + ClassDB::register_class<OccluderInstance3D>(); + ClassDB::register_class<Occluder3D>(); ClassDB::register_class<ImmediateGeometry3D>(); ClassDB::register_virtual_class<SpriteBase3D>(); ClassDB::register_class<Sprite3D>(); |
