csharp
public enum HiZReductionWhich way a HiZPyramid reduces, which is which question it answers.
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Fields and properties (2)
FurthestThe farthest texel per cell — the minimum, under reversed depth. Occlusion culling's question: an object is hidden only when its nearest point is behind every pixel of the tile. HiZReduce.rvn.
NearestThe nearest texel per cell — the maximum, under reversed depth. The screen march's question: a cell cannot stop a ray that passes nearer than everything in it. NearestReduce.rvn, and ScreenDepthPyramid is its CPU referee.
Used by (9)
- ArenaIlluminationThirdPersonShooter
- FrameDocumentTestsThirdPersonShooter.Frame.Tests
- HiZPyramidVixen.Rendering
- PostEffectTestsVixen.Rendering.PostFx.Tests
- ReflectionRendererVixen.Rendering.PostFx
- ReflectionTraceDeviceTestsVixen.Graphics.Golden.Tests
- ScreenProbeGatherRendererVixen.Rendering.PostFx
- ScreenProbeTraceDeviceTestsVixen.Graphics.Golden.Tests
- ScreenPyramidDeviceTestsVixen.Graphics.Golden.Tests