b3dSetEntityPadding

Sets frustum culling padding for entity (extends culling bounds beyond collision box). Takes entity (entity handle), width (X-axis padding in world units), height (Y-axis padding in world units), depth (Z-axis padding in world units). Returns nothing.

3D Graphics

Parameters & Returns

Parameters

entity Int
width Double
height Double
depth Double

Returns

Void

Quick Summary

Sets frustum culling padding for entity (extends culling bounds beyond collision box). Takes entity (entity handle), width (X-axis padding in world units), height (Y-axis padding in world units), depth (Z-axis padding in world units). Returns nothing.

Technical Exegesis...

Sets frustum culling padding for entity (extends culling bounds beyond collision box). Takes entity (entity handle), width (X-axis padding in world units), height (Y-axis padding in world units), depth (Z-axis padding in world units). Returns nothing. Extends entity axis-aligned bounding box (AABB) used for frustum culling by specified amounts on each axis, prevents premature culling when entity parts extend beyond base collision box.

Example

Example.bam
; Load animated character
Local character:Int = b3dLoadAnimMesh("character.glb", 1, 0, 0)
b3dScaleEntity(character, 0.5, 0.5, 0.5)

; Add padding to prevent culling when limbs extend during animation
; Character is 2 units tall scaled, add 1 unit padding on X/Z for arm/leg swing
b3dSetEntityPadding(character, 1.0, 0.5, 1.0)

; Position and animate
b3dPositionEntity(character, 0.0, 0.0, 0.0)
b3dAnimateSeq(character, 1, ANIM_WALK, 0.2)