public interface IVirtualGeometrySourceWhere the cluster hierarchy a MeshRenderable names comes from.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
The counterpart VirtualGeometrySystem was missing. Every piece of the virtualized path was finished from import to shaded pixel, and nothing looked at whether a model had a hierarchy and routed it — so the whole system was reachable from code and not from a scene. This is what MeshExtractionSystem asks before it falls back to the ordinary path.
Asked first and not second. A mesh with clusters also has a fallback mesh, and both resolve; asking the ordinary source first would draw every virtualized model through the vertex buffer and nothing would ever notice, because the fallback is a correct picture of the same object.
The same ask-don't-wait protocol as IMeshSource, for the same reason: an entity whose hierarchy has not arrived keeps no RenderHandle, so the next reconciliation asks again.
Methods (1)
ClusterState TryGet(AssetReference reference, out int mesh, out BoundingSphere bounds)The registration a reference names, if it has clusters and they are here.
Used by (6)
- AssetVirtualGeometrySourceVixen.Engine.Renderer
- DeferredClusterVixen.Rendering.Tests
- MeshExtractionSystemVixen.Rendering
- NoClustersVixen.Rendering.Tests
- OneClusterVixen.Rendering.Tests
- WorldRendererVixen.Engine.Renderer