public static void Occluded(IntPtr scene, RayStruct1 *ray) { NativeMethods.rtcOccluded(scene, ray); #if DEBUG CheckLastError(); #endif }
public static void Intersect(IntPtr scene, RayStruct1 *ray) { NativeMethods.rtcIntersect(scene, ray); #if DEBUG CheckLastError(); #endif }
/// <summary> /// Performs an occlusion query on this scene. /// </summary> /// <param name="ray">The ray structure to use.</param> public unsafe void Occlusion(RayStruct1 *ray) { #if DEBUG CheckDisposed(); if (!AlgorithmFlags.HasFlag(AlgorithmFlags.Intersect1)) { throw new InvalidOperationException("AlgorithmFlags.Intersect1 not set."); } #endif RTC.Occluded(NativePtr, ray); }
public static extern void rtcOccluded(IntPtr scene, RayStruct1 *ray);
public static extern void rtcIntersect(IntPtr scene, RayStruct1 *ray);