public static class ParticleInstancesThe per-instance format a Mesh effect's particles arrive in.
Remarks
ParticleInstance's schema, here rather than beside the struct for ParticleVertices' reason — Vixen.Vfx has no graphics in it.
The half of the layout that is not the mesh's. A mesh particle draws the mesh's own vertices through the mesh's own schema, and everything that makes one particle different from another is here: three rows of an affine transform and a colour. So this is never a layout index of its own — it is Instances on whichever schema describes the shape, and Schema is the pair the engine registers.
⚠ Three rows and no fourth. The last row of an affine transform is always (0, 0, 0, 1), and the translation rides in the w lanes — see ParticleInstance, which is where the convention is written down.
Fields and properties (2)
public static int SizeInBytesHow many bytes one of these is.
public static VertexSchema SchemaThe four attributes under the names ParticleMesh.rvn's vertex stage declares.
Used by (1)
- MeshParticleVerticesVixen.Rendering