Taos API Reference
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    Interface GeometryCullConfig

    Per-frame config for opt-in GPU occlusion culling on a GeometryPass. Supply the Hi-Z pyramid produced by HiZPass (built from depth that already holds your occluders) and the camera VP that rendered it. When set, the pass draws via drawIndexedIndirect and a compute pass zeroes the instanceCount of instances outside the frustum or hidden behind the Hi-Z surface.

    interface GeometryCullConfig {
        hiz: ResourceHandle;
        hizWidth: number;
        hizHeight: number;
        mipCount: number;
        viewProj: Mat4;
        reversedZ?: boolean;
    }
    Index

    Properties

    Hi-Z pyramid handle (from HiZPass.addToGraph(...).pyramid).

    hizWidth: number

    Hi-Z mip-0 width / height (typically the render target size).

    hizHeight: number
    mipCount: number

    Hi-Z mip count (from HiZPass.addToGraph(...).mipCount).

    viewProj: Mat4

    Camera view-projection that produced the Hi-Z depth (un-jittered is best).

    reversedZ?: boolean

    Defaults to the context's reversed-Z setting.