SplitGroup
Determines if and how view frustum shall be partitioned into several parts to avoid z-fighting artifacts due to limited depth-buffer precision. Node can be used as child of any ViewBindable.
Inheritance
Code
XML encoding
<SplitGroup zSplit='' numBins='1' partitionType='auto' useCameraNearFar='FALSE' bboxCenter='0 0 0' bboxSize='-1 -1 -1' render='TRUE' showBBox='FALSE' logFeature='' />
Classic encoding
SplitGroup { zSplit [] numBins 1 partitionType "auto" useCameraNearFar FALSE bboxCenter 0 0 0 bboxSize -1 -1 -1 render TRUE showBBox FALSE logFeature [""] }
Interface
Filter: X3D only | Avalon only | All
id | Name | DataType | PartType | Default | ValueType | Description |
---|---|---|---|---|---|---|
bboxCenter | SFVec3f | initializeOnly | 0 0 0 | Bounding box center: position offset from origin of local coordinate system. | ||
bboxSize | SFVec3f | initializeOnly | -1 -1 -1 | Bounding box size: automatically calculated, can be specified as an optimization or constraint. | ||
metadata | SFNode | inputOutput | MetadataObject | container for payload metadata inside MetadataSet element |