Vixen
02b45cc4

AccelerationStructureTriangles

struct Core/Vixen.Graphics/AccelerationStructures.cs:48
csharp
public readonly record struct AccelerationStructureTriangles

Triangle geometry for a bottom-level build.

No guide page documents this yet — the page shows what the code says about itself.

Remarks

One vertex format and one index width, deliberately: float3 positions and uint32 indices are what every mesh here already holds, and a format enum grows the day a second format has a caller. ⚠ Both buffers must carry AccelerationStructureInput and ShaderDeviceAddress — a build addresses them by GPU address.

Fields and properties (7)

  • public BufferHandle VertexBuffer

    Positions — three floats each, apart.

  • public long VertexOffset

    Where the first position starts, in bytes.

  • public int VertexCount

    How many vertices the indices may name.

  • public int VertexStride

    Bytes from one position to the next.

  • public BufferHandle IndexBuffer

    Indices — unsigned 32-bit, three per triangle.

  • public long IndexOffset

    Where the first index starts, in bytes.

  • public int IndexCount

    How many indices — three times the triangle count.

Methods (1)

  • public AccelerationStructureTriangles(BufferHandle VertexBuffer, long VertexOffset, int VertexCount, int VertexStride, BufferHandle IndexBuffer, long IndexOffset, int IndexCount)

    Triangle geometry for a bottom-level build.

Used by (4)

  • AccelerationStructureBuildInputVixen.Graphics
  • NullCommandListVixen.Graphics.Null
  • NullDeviceVixen.Graphics.Null
  • VulkanDeviceVixen.Graphics.Vulkan