public struct VirtualGeometryDrawWhich registered DAG an object draws, and nothing about how.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
The virtualized counterpart of MeshDraw, and much smaller than one: a draw here names no index range, no vertex offset and no instance count, because none of those are decided until the traversal has chosen a cut. What an object contributes is a DAG and a place to put it.
Fields and properties (7)
public int MeshWhich registration this object draws, or -1 for an object that draws none.
public Vector3 PositionWhere it is, in world space.
public float ScaleThe largest scale factor any of its axes has.
public int FirstBoneWhere this object's bone matrices start in the frame's palette, or zero if it has none.
public float MotionRadiusHow far this object's pose can move its geometry, in object space.
public bool IsDrawableWhether this object contributes an instance at all.
public bool IsSkinnedWhether it has a palette this frame.
Used by (7)
- VirtualGeometryGameVirtualGeometry
- MeshExtractionSystemVixen.Rendering
- SkinnedClusterTestsVixen.Rendering.Tests
- VirtualGeometryDeviceTestsVixen.Graphics.Golden.Tests
- VirtualGeometryExtractionTestsVixen.Rendering.Tests
- VirtualGeometryGoldenTestsVixen.Graphics.Golden.Tests
- VirtualGeometryRenderFeatureVixen.Rendering