Vulkan Schnee 0.0.1
High-performance rendering engine
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EngineCore::ClusterSurvivor Struct Reference

Cluster survivor data passed from culling to binning shaders. Contains the LOD selection result including dither factor for transitions. More...

#include <RenderData.h>

Public Attributes

uint32_t primitiveID
 For transform/material lookup.
uint32_t clusterIndex
 Global cluster index → maps to meshlet.
float ditherFactor
 0.0-1.0 for transition blending
uint32_t _padding

Detailed Description

Cluster survivor data passed from culling to binning shaders. Contains the LOD selection result including dither factor for transitions.

Layout matches GLSL std430 ClusterSurvivor struct (16 bytes).

Date
2026-01-26
Author
Konstantin Passig

Definition at line 518 of file RenderData.h.

Member Data Documentation

◆ _padding

uint32_t EngineCore::ClusterSurvivor::_padding

Definition at line 523 of file RenderData.h.

◆ clusterIndex

uint32_t EngineCore::ClusterSurvivor::clusterIndex

Global cluster index → maps to meshlet.

Definition at line 521 of file RenderData.h.

◆ ditherFactor

float EngineCore::ClusterSurvivor::ditherFactor

0.0-1.0 for transition blending

Definition at line 522 of file RenderData.h.

◆ primitiveID

uint32_t EngineCore::ClusterSurvivor::primitiveID

For transform/material lookup.

Definition at line 520 of file RenderData.h.


The documentation for this struct was generated from the following file:
  • /home/magerbeton/Documents/gl3-vulkan/Engine/include/Engine/Renderer/RenderData.h