public static class ParticleVerticesThe vertex format ParticleRenderFeature expands particles into.
Remarks
ParticleVertex's schema, and it lives here rather than beside the struct because the struct's project has no graphics in it. Vixen.Vfx references only the core assemblies — no VertexSchema, no VertexFormat — which is deliberate and is what lets the expansion be tested without a device. So the description of how those bytes reach a pipeline belongs on this side of that line, exactly as SurfaceVertex's does.
Its own layout index, not the surface one. VertexLayout defaults to 1 because entry 0 is Schema in every host that draws meshes — a particle put through the surface layout would have its texture coordinate read as a normal, which is a pipeline the driver accepts and a picture nobody can explain.
Fields and properties (2)
public static int SizeInBytesHow many bytes one of these is.
public static VertexSchema SchemaThe three attributes under the names ParticleSprite.rvn's vertex stage declares.
Used by (2)
- ParticleSpriteDeviceTestsVixen.Graphics.Golden.Tests
- WorldRendererVixen.Engine.Renderer