IL
Size: a a a
IL
AT
p
let objects = findAll (\obj -> intersect obj ray) objects in
findClosest objects
Рейтресингом жеIL
let objects = findAll (\obj -> intersect obj ray) objects in
findClosest objects
Рейтресингом жеIL
AT
let objects = findAll (\obj -> intersect obj ray) objects in
findClosest objects
Рейтресингом жеfindClosest
, а sortByDistance
. 😉AT
objects
и в каком они виде — тоже вопрос любопытный. 😊AT
AT
findClosest
, а sortByDistance
. 😉IL
IL
IL
IL
ВМ
ВМ
ВМ
ВМ
ВМ
Each level that you create is made up of all these Mesh Distance Fields for your placed Actors. When Mesh Distance Fields are generate, they are done so "offline" using triangle raytracing that stores the results in a volume texture. Because of this, mesh distance field generation cannot be done at runtime. This method computes the Signed Distance Field rays in all directions to find the nearest surface and stores that information.
ВМ
ВМ