public readonly record struct AccelerationStructureTrianglesTriangle geometry for a bottom-level build.
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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 VertexBufferPositions — three floats each, apart.
public long VertexOffsetWhere the first position starts, in bytes.
public int VertexCountHow many vertices the indices may name.
public int VertexStrideBytes from one position to the next.
public BufferHandle IndexBufferIndices — unsigned 32-bit, three per triangle.
public long IndexOffsetWhere the first index starts, in bytes.
public int IndexCountHow 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