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Layer.cullingMask and Camera.cullingMask has been removed as not needed #5506

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merged 1 commit into from Jul 26, 2023

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mvaligursky
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Obsolete functionality no longer used.

@mvaligursky mvaligursky self-assigned this Jul 26, 2023
@mvaligursky mvaligursky added the area: graphics Graphics related issue label Jul 26, 2023
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@willeastcott willeastcott left a comment

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Seems safe enough to me. Even if somebody uses this API, they app should still run, as far as I can tell.

@mvaligursky mvaligursky merged commit a6d4c23 into main Jul 26, 2023
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@mvaligursky mvaligursky deleted the mv-remove-cullingmask branch July 26, 2023 15:46
@LeXXik
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LeXXik commented Aug 24, 2023

What would be the right way to migrate an old project that used that functionality? For example:
https://playcanvas.com/project/668042/overview/my-toon-water

@mvaligursky
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The Layers need to be used instead. Culling mask is basically like a list of Layers - each bit represents a Layer.

@MAG-AdrianMeredith
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This was really handy, definitely not obsolete.

It allowed us to remove certain meshes from a layer just for a draw call. True we could have created a bunch of different layers but this seems a more elegant way to do it.
Is this documentation no longer correct?
"Mask controlling which LightComponents light this mesh instance, which CameraComponent sees it and in which Layer it is rendered."

@mvaligursky
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It was a left over from the system before the layers were implemented. I agree the Layers are little bit heavy, and I wish under the hood they used bitflags, but they don't.

I think we've yet to release the docs for the engine, which should take place shortly. Sorry about that.

MAG-ME added a commit to magnopus/playcanvas-engine that referenced this pull request Aug 29, 2023
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4 participants