public struct ParticleDrawWhere one effect's quads ended up in this frame's vertex buffer.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
Not a MeshDraw, even though the fields rhyme. A mesh's buffers are its own and outlive the frame; an effect's geometry is a run inside one buffer everybody shares, rebuilt every frame — so what is recorded is where the run is rather than what it is in.
Fields and properties (6)
public int FirstVertexThe first vertex of this effect's run in the shared buffer, or its first instance for a mesh renderer.
public int ParticleCountHow many particles are in it.
public VfxRendererKind KindWhat the particles are drawn as, which decides which buffers the draw binds.
public int IndexCountFor a ribbon: how many indices its strips needed.
public int FirstIndexFor a ribbon: where its indices start in the frame's index buffer.
public readonly bool IsDrawableWhether there is anything to draw.
Used by (2)
- ParticleRenderFeatureVixen.Rendering
- ParticleRenderFeatureTestsVixen.Rendering.Tests