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Vulkan Schnee 0.0.1
High-performance rendering engine
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Local-space bounding sphere data - uploaded once, never changes. More...
#include <RenderData.h>
Public Attributes | |
| glm::vec4 | localCenterAndRadius |
| xyz = local center, w = local radius | |
Local-space bounding sphere data - uploaded once, never changes.
The GPU compute shader transforms these to world space using per-object matrices. This eliminates per-frame CPU iteration for bounding sphere transformation.
Layout matches GLSL std430 LocalBoundsData struct (16 bytes).
Definition at line 163 of file RenderData.h.
| glm::vec4 EngineCore::LocalBoundsData::localCenterAndRadius |
xyz = local center, w = local radius
Definition at line 165 of file RenderData.h.
Referenced by EngineCore::RenderingDataManager::updatePrimitiveData(), and EngineCore::RenderingDataManager::updatePrimitiveDataInstanced().