r.Water.WaterMesh.GPUQuadTree.ZBoundsPadding
r.Water.WaterMesh.GPUQuadTree.ZBoundsPadding
#Overview
name: r.Water.WaterMesh.GPUQuadTree.ZBoundsPadding
This variable is created as a Console Variable (cvar).
- type:
Var
- help:
Amount of padding to apply to the Z bounds of each quadtree node. Necessary for sloped rivers, whose complete Z bounds can be underestimated due to using non-conservative rasterization to build the quadtree.
It is referenced in 1
C++ source file.
#Summary
#References in C++ code
#Callsites
This variable is referenced in the following C++ source code:
#Loc: <Workspace>/Engine/Plugins/Experimental/Water/Source/Runtime/Private/WaterQuadTreeGPU.cpp:28
Scope: file
Source code excerpt:
float GWaterQuadTreeZBoundsPadding = 200.0f;
static FAutoConsoleVariableRef CVarWaterQuadTreeZBoundsPadding(
TEXT("r.Water.WaterMesh.GPUQuadTree.ZBoundsPadding"),
GWaterQuadTreeZBoundsPadding,
TEXT("Amount of padding to apply to the Z bounds of each quadtree node."
" Necessary for sloped rivers, whose complete Z bounds can be underestimated due to using non-conservative rasterization to build the quadtree."),
ECVF_RenderThreadSafe);
int32 GWaterQuadTreeOcclusionCulling = 3;