Ray-tracing

This category contains the following declarations:

AcceptHitAndEndSearch

CANDIDATE_NON_OPAQUE_TRIANGLE

CANDIDATE_PROCEDURAL_PRIMITIVE

COMMITTED_NOTHING

COMMITTED_PROCEDURAL_PRIMITIVE_HIT

COMMITTED_TRIANGLE_HIT

CallShader<Payload>

DispatchRaysDimensions

DispatchRaysIndex

GeometryIndex

GetClusterID

GetLssPositionsAndRadii

GetSpherePositionAndRadius

HIT_KIND_TRIANGLE_BACK_FACE

HIT_KIND_TRIANGLE_FRONT_FACE

HitKind

HitTriangleVertexPosition

IgnoreHit

InstanceID

InstanceIndex

IsLssHit

IsSphereHit

ObjectRayDirection

ObjectRayOrigin

ObjectToWorld

ObjectToWorld3x4

ObjectToWorld4x3

PrimitiveIndex

RAY_FLAG_CULL_BACK_FACING_TRIANGLES

RAY_FLAG_CULL_FRONT_FACING_TRIANGLES

RAY_FLAG_CULL_NON_OPAQUE

RAY_FLAG_CULL_OPAQUE

RAY_FLAG_FORCE_NON_OPAQUE

RAY_FLAG_FORCE_OPAQUE

RAY_FLAG_NONE

RAY_FLAG_SKIP_CLOSEST_HIT_SHADER

RAY_FLAG_SKIP_PROCEDURAL_PRIMITIVES

RAY_FLAG_SKIP_TRIANGLES

RayCurrentTime

RayFlags

RayTCurrent

RayTMin

ReportHit<A>

ReportHitOptix<each T>

TraceMotionRay<payload_t>

TraceRay<payload_t>

WorldRayDirection

WorldRayOrigin

WorldToObject

WorldToObject3x4

WorldToObject4x3