diff options
-rw-r--r-- | src/render/framegraph/qfrustumculling.cpp | 33 |
1 files changed, 24 insertions, 9 deletions
diff --git a/src/render/framegraph/qfrustumculling.cpp b/src/render/framegraph/qfrustumculling.cpp index 5ba96926e..1d95892b3 100644 --- a/src/render/framegraph/qfrustumculling.cpp +++ b/src/render/framegraph/qfrustumculling.cpp @@ -43,13 +43,20 @@ QT_BEGIN_NAMESPACE namespace Qt3DRender { /*! - \class Qt3DRender::QFrustumCulling - \inmodule Qt3DRender - \since 5.7 - \ingroup framegraph + \class Qt3DRender::QFrustumCulling + \inmodule Qt3DRender + \since 5.7 + \ingroup framegraph + \brief Enable frustum culling for the FrameGraph + + A QFrustumCulling class enables frustum culling of the drawable entities based on + the camera view and QGeometry bounds of the entities. If QFrustumCulling is present in + the FrameGraph, only the entities whose QGeometry bounds intersect with the camera + frustum, i.e. the view of the camera, are drawn. If QFrustumCulling is not present, + all drawable entities will be drawn. The camera is selected by a QCameraSelector + frame graph node in the current hierarchy. Frustum culling can save a lot of GPU + processing time when the rendered scene is complex. - \brief If present, only tries to draw entities that are in the view of the camera. - The camera is selected by a QCameraSelector frame graph node in the current hierarchy. \sa QCameraSelector */ @@ -59,13 +66,21 @@ namespace Qt3DRender { \instantiates Qt3DRender::QFrustumCulling \inherits FrameGraphNode \since 5.7 - \qmlabstract If present, only tries to draw entities that are in the view of the camera. - The camera is selected by a CameraSelector frame graph node in the current hierarchy + \brief Enable frustum culling for the FrameGraph + + A FrustumCulling type enables frustum culling of the drawable entities based on + the camera view and Geometry bounds of the entities. If FrustumCulling is present in + the FrameGraph, only the entities whose Geometry bounds intersect with the camera + frustum, i.e. the view of the camera, are drawn. If FrustumCulling is not present, + all drawable entities will be drawn. The camera is selected by a CameraSelector + frame graph node in the current hierarchy. Frustum culling can save a lot of GPU + processing time when the rendered scene is complex. + \sa CameraSelector */ /*! - The constructor creates an instance with the specified \a parent. + The constructor creates an instance with the specified \a parent. */ QFrustumCulling::QFrustumCulling(Qt3DCore::QNode *parent) : QFrameGraphNode(parent) |