Castle Game Engine: Castle3D: record TRenderStatistics

# record TRenderStatistics
Description | Hierarchy | Fields | Methods | Properties
## Unit Castle3D ## Declaration `type TRenderStatistics = record` ## Description Statistics about what was rendered during last frame. You will usually access this by scene manager property, see TCastleAbstractViewport.Statistics. ## Overview ### Fields
`ShapesRendered: Cardinal;`
`ShapesVisible: Cardinal;`
`BoxesOcclusionQueriedCount: Cardinal;`
## Description ### Fields
`ShapesRendered: Cardinal;`
How many shapes were rendered (send to OpenGL) versus all shapes that were potentially visible. Potentially visible shapes are the ones with TShape.Visible inside a 3D object with T3D.GetExists. When `ShapesRendered` is much smaller than ShapesVisible, it means that the algorithm for removing invisible scene parts works good. This includes frustum culling (automatically used by TCastleScene), or occlusion culling (see TSceneRenderingAttributes.UseOcclusionQuery), or any custom algorithm you implement by using TTestShapeVisibility callback with TCastleScene.Render.
`ShapesVisible: Cardinal;`
How many shapes were rendered (send to OpenGL) versus all shapes that were potentially visible. Potentially visible shapes are the ones with TShape.Visible inside a 3D object with T3D.GetExists. When ShapesRendered is much smaller than `ShapesVisible`, it means that the algorithm for removing invisible scene parts works good. This includes frustum culling (automatically used by TCastleScene), or occlusion culling (see TSceneRenderingAttributes.UseOcclusionQuery), or any custom algorithm you implement by using TTestShapeVisibility callback with TCastleScene.Render.
`BoxesOcclusionQueriedCount: Cardinal;`
The number of shapes that were not rendered, but their bounding box was rendered to check with occlusion query. This is always zero when not using occlusion query (see TSceneRenderingAttributes.UseOcclusionQuery). Basically, this measures the "invisible overhead" of occlusion query.
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