79 lines
3.0 KiB
XML
79 lines
3.0 KiB
XML
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
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<doc>
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<members>
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<assembly>
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<name>UnityEditor.EmbreeModule</name>
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</assembly>
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<member name="T:UnityEditor.Embree.GpuBvhBuildOptions">
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<summary>
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<para>Options for bounding volume hierarchy (BVH) build.</para>
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</summary>
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</member>
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<member name="P:UnityEditor.Embree.GpuBvhBuildOptions.allowPrimitiveSplits">
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<summary>
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<para>With this option enabled, Unity performs spatial splits. This increases the memory footprint, but the resulting BVH makes the ray tracing stage faster.</para>
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</summary>
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</member>
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<member name="P:UnityEditor.Embree.GpuBvhBuildOptions.isTopLevel">
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<summary>
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<para>With this option enabled, Unity builds a top level BVH (for instances). When disabled, it builds a bottom level BVH (for a Mesh).</para>
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</summary>
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</member>
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<member name="P:UnityEditor.Embree.GpuBvhBuildOptions.maxLeafSize">
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<summary>
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<para>The maximum number of primitives allowed in a leaf node.</para>
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</summary>
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</member>
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<member name="P:UnityEditor.Embree.GpuBvhBuildOptions.minLeafSize">
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<summary>
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<para>The minimum number of primitives allowed in a leaf node.</para>
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</summary>
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</member>
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<member name="P:UnityEditor.Embree.GpuBvhBuildOptions.quality">
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<summary>
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<para>BVH build quality.</para>
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</summary>
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</member>
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<member name="T:UnityEditor.Embree.GpuBvhBuildQuality">
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<summary>
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<para>BVH build quality.</para>
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</summary>
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</member>
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<member name="F:UnityEditor.Embree.GpuBvhBuildQuality.High">
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<summary>
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<para>Highest possible ray tracing performance, slowest build time. This quality level uses spatial splits when enabled.</para>
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</summary>
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</member>
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<member name="F:UnityEditor.Embree.GpuBvhBuildQuality.Low">
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<summary>
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<para>Faster build time, slower ray tracing performance. Can be beneficial for dynamic scenes.</para>
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</summary>
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</member>
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<member name="F:UnityEditor.Embree.GpuBvhBuildQuality.Medium">
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<summary>
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<para>This level balances the build time and ray tracing performance.</para>
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</summary>
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</member>
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<member name="T:UnityEditor.Embree.GpuBvhPrimitiveDescriptor">
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<summary>
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<para>Characteristics of a primitive used in the BVH build.</para>
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</summary>
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</member>
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<member name="P:UnityEditor.Embree.GpuBvhPrimitiveDescriptor.lowerBound">
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<summary>
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<para>Lower bound of the primitive's bounding box.</para>
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</summary>
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</member>
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<member name="P:UnityEditor.Embree.GpuBvhPrimitiveDescriptor.primID">
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<summary>
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<para>Specify the primitive ID. The ID is written in leaf nodes.</para>
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</summary>
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</member>
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<member name="P:UnityEditor.Embree.GpuBvhPrimitiveDescriptor.upperBound">
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<summary>
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<para>Upper bound of the primitive's bounding box.</para>
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</summary>
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</member>
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</members>
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</doc>
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