public sealed class DebugGeometryTurns a frame's DebugDraw into the two vertex spans a line pipeline draws.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
Split out of DebugDrawRenderer because this half is pure arithmetic over two lists and is worth testing without a device — which is the same reason DrawListBuilder is not part of UiRenderer.
Two buffers, not one. World geometry is drawn with the view-projection and is depth-tested against the scene; screen geometry is drawn with a pixel-to-clip matrix and must never be. They cannot share a draw because they do not share a transform, and that is the whole reason there are exactly two — [13](../../docs/plan/13-diagnostics.md) asks for "one draw call per primitive type per frame", and with everything reduced to lines there are two types: the ones in the world and the ones on the glass.
Fields and properties (3)
public ReadOnlySpan<LineVertex> WorldThe world-space vertices, two per segment.
public ReadOnlySpan<LineVertex> ScreenThe screen-space vertices, two per segment, in pixels with y running down.
public int LabelCountHow many labels the last build turned into strokes.
Methods (2)
Used by (2)
- DebugDrawRendererVixen.Engine.Renderer
- DebugGeometryTestsVixen.Engine.Renderer.Tests