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RavEngine
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Structure describing parameters affecting BVH34 midphase mesh structure. More...
#include <PxBVH34MidphaseDesc.h>
Public Member Functions | |
| void | setToDefault () |
| Desc initialization to default value. | |
| bool | isValid () const |
| Returns true if the descriptor is valid. | |
Public Attributes | |
| PxU32 | numPrimsPerLeaf |
| Mesh cooking hint for max primitives per leaf limit. Less primitives per leaf produces larger meshes with better runtime performance and worse cooking performance. More triangles per leaf results in faster cooking speed and smaller mesh sizes, but with worse runtime performance. | |
| PxBVH34BuildStrategy::Enum | buildStrategy |
| Desired build strategy for the BVH. | |
| bool | quantized |
| Whether the tree should be quantized or not. | |
Structure describing parameters affecting BVH34 midphase mesh structure.
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inline |
Returns true if the descriptor is valid.
| PxBVH34BuildStrategy::Enum physx::PxBVH34MidphaseDesc::buildStrategy |
Desired build strategy for the BVH.
Default value: eDEFAULT
| PxU32 physx::PxBVH34MidphaseDesc::numPrimsPerLeaf |
Mesh cooking hint for max primitives per leaf limit. Less primitives per leaf produces larger meshes with better runtime performance and worse cooking performance. More triangles per leaf results in faster cooking speed and smaller mesh sizes, but with worse runtime performance.
Default value: 4 Range: <2, 15>
| bool physx::PxBVH34MidphaseDesc::quantized |
Whether the tree should be quantized or not.
Quantized trees use up less memory, but the runtime dequantization (to retrieve the node bounds) might have a measurable performance cost. In most cases the cost is too small to matter, and using less memory is more important. Hence, the default is true.
One important use case for non-quantized trees is deformable meshes. The refit function for the BVH is not supported for quantized trees.
Default value: true