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Rerun C++ SDK
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Component: The highest spherical harmonics degree to evaluate when rendering, 0-3. More...
#include <rerun/components/spherical_harmonics_degree.hpp>
Public Member Functions | |
| SphericalHarmonicsDegree (rerun::datatypes::UInt32 degree_) | |
| SphericalHarmonicsDegree & | operator= (rerun::datatypes::UInt32 degree_) |
| SphericalHarmonicsDegree (uint32_t value_) | |
| SphericalHarmonicsDegree & | operator= (uint32_t value_) |
| operator rerun::datatypes::UInt32 () const | |
| Cast to the underlying UInt32 datatype. | |
Public Attributes | |
| rerun::datatypes::UInt32 | degree |
Component: The highest spherical harmonics degree to evaluate when rendering, 0-3.
0 renders the view-independent base color only, and is the fastest. Each higher degree brings in more view-dependent detail, at the cost of fetching and evaluating more coefficients (components::SphericalHarmonics3Rgb): 3 of them for degree 1, 8 for degree 2, and all 15 for degree 3.
Lowering this in the blueprint can make the rendering a lot faster.
Defaults to 3, i.e. every coefficient the data has.
⚠ This type is unstable and may change significantly in a way that the data won't be backwards compatible.