Shows/hides quad ray source meshes in main scene (debugging tool, visualizes emitter positions and shapes).
Takes show (1 = show emitters in main scene, 0 = hide).
Returns nothing.
3D Graphics
Parameters & Returns
Parameters
showInt
Returns
Void
Quick Summary
Shows/hides quad ray source meshes in main scene (debugging tool, visualizes emitter positions and shapes).
Takes show (1 = show emitters in main scene, 0 = hide).
Returns nothing.
Technical Exegesis...
Shows/hides quad ray source meshes in main scene (debugging tool, visualizes emitter positions and shapes). Takes show (1 = show emitters in main scene, 0 = hide). Returns nothing. Sets g_showQuadRayEmitters flag (global setting, affects all quad ray sources), loops through all entities (finds isQuadRaySource entities, sets entity.visible = show for each).
Shows/hides quad ray source meshes in main scene (debugging tool, visualizes emitter positions and shapes). Takes show (1 = show emitters in main scene, 0 = hide). Returns nothing. Sets g_showQuadRayEmitters flag (global setting, affects all quad ray sources), loops through all entities (finds isQuadRaySource entities, sets entity.visible = show for each). Use for debugging (visualize quad ray source positions and shapes, understand where rays originate), placement adjustment (see source meshes while positioning, then hide when done), or artistic preview (compare visible sources vs invisible rays, decide if sources should be visible). Show behavior: sets entity.visible = true for all isQuadRaySource entities (sources rendered in main scene, visible as normal meshes), sources also rendered in occlusion pass (WHITE silhouette for ray tracing, dual rendering), useful for debugging (see source mesh positions and orientations, verify placement). Hide behavior: sets entity.visible = false for all isQuadRaySource entities (sources hidden in main scene, not rendered as meshes), sources still rendered in occlusion pass (WHITE silhouette for rays, only affects volumetric effect), typical for gameplay (quad rays visible, source meshes hidden for cleaner look). Use cases: (1) Debug placement (show emitters while positioning sources, see where rays originate), (2) Artistic decision (compare visible vs invisible sources, decide if emitter meshes fit scene style), (3) Setup phase (show emitters during level design, hide for final build), (4) Performance testing (show emitters to verify how many sources active, count visible meshes), (5) Tutorial/documentation (show emitters to explain quad rays system to users). Common patterns: debug mode = If debugMode Then b3dShowQuadRayEmitters(1) Else b3dShowQuadRayEmitters(0) toggle based on mode; setup = b3dShowQuadRayEmitters(1) during editing, b3dShowQuadRayEmitters(0) before gameplay. Global setting: affects all quad ray sources equally (cannot show some sources and hide others individually, all or nothing), overrides entity.visible for sources (entity.visible managed by this function, manual changes overridden next call), persistent (setting remains until changed, survives across frames). Typical workflow: load quad ray sources (b3dLoadQuadRayMesh or b3dSetQuadRaySource create sources, hidden by default), show emitters (b3dShowQuadRayEmitters(1) visualize for setup), position sources (b3dPositionEntity/b3dRotateEntity adjust placement while visible), configure properties (set fade/radiance/direction while seeing results), hide emitters (b3dShowQuadRayEmitters(0) before gameplay, final look). Rendering: shown sources rendered normally in main scene (use entity materials, textures, lighting, full PBR pipeline), shown sources also in occlusion pass (WHITE silhouette unaffected, rays still work), hidden sources only in occlusion pass (no main scene rendering, invisible meshes, only volumetric effect visible). Performance impact: showing emitters adds main scene draw calls (each source entity renders as mesh, same cost as normal mesh), hiding emitters saves draw calls (no main scene rendering, only occlusion pass which is cheaper), minimal cost difference (occlusion pass simple WHITE rendering, main scene full PBR more expensive but still fast). Validation: no parameters validated (show treated as boolean, non-zero = true, zero = false), applies to all entities (loops through g_entities map, finds isQuadRaySource entities), no error checking (assumes quad ray sources exist, no-op if none). Related: b3dLoadQuadRayMesh creates quad ray source (hidden by default, use this function to show), b3dSetQuadRaySource marks entity as source (also hidden by default), b3dEnableQuadRays enables quad rays system (quad rays active, this function controls source mesh visibility), b3dPositionEntity positions sources (useful while sources visible for placement), b3dRotateEntity rotates sources (adjust orientation while visible).