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Vulkan Schnee 0.0.1
High-performance rendering engine
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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 |
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).
Definition at line 518 of file RenderData.h.
| uint32_t EngineCore::ClusterSurvivor::_padding |
Definition at line 523 of file RenderData.h.
| uint32_t EngineCore::ClusterSurvivor::clusterIndex |
Global cluster index → maps to meshlet.
Definition at line 521 of file RenderData.h.
| float EngineCore::ClusterSurvivor::ditherFactor |
0.0-1.0 for transition blending
Definition at line 522 of file RenderData.h.
| uint32_t EngineCore::ClusterSurvivor::primitiveID |
For transform/material lookup.
Definition at line 520 of file RenderData.h.