GetOcclusionCullingMode

This function gets an entity's occlusion testing mode.

Syntax

Returns

Returns true if per-entity occlusion testing is enabled, otherwise false is returned.

Example

#include "Leadwerks.h"

using namespace Leadwerks;

int main(int argc, const char *argv[])
{
Leadwerks::Window* window = Leadwerks::Window::Create();

Context* context = Context::Create(window);

World* world = World::Create();

Camera* camera = Camera::Create();
camera->Move(0, 0, -8);

Light* light = DirectionalLight::Create();
light->SetRotation(35, 35, 0);

//Create a model to act as an occluder
Model* model = Model::Box();
model->SetScale(2);
model->SetColor(0.0, 0.0, 1.0);

//Create a model to test the visibility of
model = Model::Box();
model->SetColor(0.0, 1.0, 0.0);
model->SetPosition(0.0, 0.0, 6.0);

//Enable individual entity occlusion culling. Normally we would not do this
//because the occlusion test is as expensive as just rendering the object.
//A courser occlusion culling system is always active in the world octree.
model->SetOcclusionCullingMode(true);

while (true)
{
if (window->Closed() || window->KeyDown(Key::Escape)) return false;

model->SetPosition(Math::Sin(Leadwerks::Time::GetCurrent() / 20.0)*4.0, 0, 4);

if (window->KeyHit(Key::Space))
{
model->SetOcclusionCullingMode(!model->GetOcclusionCullingMode());
}

Leadwerks::Time::Update();
world->Update();
world->Render();

context->SetBlendMode(Blend::Alpha);
context->DrawText("Culled: " + String(model->GetCulled(camera)), 2, 2);
context->DrawText("Occlusion culling mode: " + String(model->GetOcclusionCullingMode()), 2, 22);

context->Sync();
}
}