mesh Namespace
Mesh rendering abstractions and command types. More...
Definition
Classes Index
| class | Mesh |
|
Representative of a renderable 3D mesh. More... | |
| struct | MeshConfig |
|
Configuration for how a Mesh's data should be interpreted and rendered. More... | |
| class | MeshRenderable |
|
Represents a renderable object that combines a shared prototype with instance-specific overrides. More... | |
| class | MeshRenderCommand |
|
DTO for storing rendering-specific command information to be passed to the RenderQueue. More... | |
| class | MeshRenderer |
|
Abstract base class for mesh rendering operations. More... | |
Enumerations Index
| enum class | PrimitiveType { ... } |
|
Defines how vertices are assembled into primitives during rendering. More... | |
Description
Mesh rendering abstractions and command types.
This namespace provides the core types for mesh rendering. MeshRenderable is a high-level component that can be attached to game objects, combining a shared RenderPrototype with optional per-instance MaterialShaderPropertiesOverride. MeshRenderCommand is the low-level command object that encapsulates all data needed for a single mesh draw call.
Enumerations
PrimitiveType
| strong |
Defines how vertices are assembled into primitives during rendering.
- Enumeration values
-
Points Lines LineLoop LineStrip Triangles TriangleStrip TriangleFan size_ Sentinel value equal to the number of primitive types
This enum provides API-agnostic representations for common primitive assembly modes (points, lines, triangles, and their strip/fan variants). Backends should map these values to the corresponding native topology constants.
Example (pseudo-code mapping to OpenGL):
- See Also
MeshConfig (default is `PrimitiveType::Triangles`)
Definition at line 36 of file PrimitiveType.ixx.
The documentation for this namespace was generated from the following file:
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