public static void Occluded4(uint *valid, IntPtr scene, RayStruct4 *ray) { NativeMethods.rtcOccluded4(valid, scene, ray); #if DEBUG CheckLastError(); #endif }
/// <summary> /// Performs an occlusion query on this scene. /// </summary> /// <param name="ray">The ray structure to use.</param> /// <param name="activityMask">The ray activity mask.</param> public unsafe void Occlusion4 <T>(RayStruct4 *ray, uint *activityMask) { #if DEBUG CheckDisposed(); if (!AlgorithmFlags.HasFlag(AlgorithmFlags.Intersect4)) { throw new InvalidOperationException("AlgorithmFlags.Intersect4 not set."); } #endif RTC.Occluded4(activityMask, NativePtr, ray); }
public static extern void rtcOccluded4(uint *valid, IntPtr scene, RayStruct4 *ray);
public static extern void rtcIntersect4(uint *valid, IntPtr scene, RayStruct4 *ray);