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

Stores all data which is unique to each object. More...

#include <RenderData.h>

Public Attributes

glm::mat4 worldMatrix
glm::vec4 colorMultiplier
uint32_t meshletCount
uint32_t indexCount
uint32_t meshOffset
float boundingSphereRadius

Detailed Description

Stores all data which is unique to each object.

Deprecated
This struct is deprecated. The mesh shader now uses a slimmed-down version containing only worldMatrix (mat4). Other fields (meshletCount, meshOffset, etc.) are provided by the new compute pipeline via UnifiedMeshlet and VisibleMeshletInfo. Per-object data is now managed by RenderingDataManager::getPerObjectDataBuffer().
Date
2025-09-17
Author
Konstantin Passig

Definition at line 123 of file RenderData.h.

Member Data Documentation

◆ boundingSphereRadius

float EngineCore::PerObjectData::boundingSphereRadius

Definition at line 130 of file RenderData.h.

◆ colorMultiplier

glm::vec4 EngineCore::PerObjectData::colorMultiplier

Definition at line 126 of file RenderData.h.

◆ indexCount

uint32_t EngineCore::PerObjectData::indexCount

Definition at line 128 of file RenderData.h.

◆ meshletCount

uint32_t EngineCore::PerObjectData::meshletCount

Definition at line 127 of file RenderData.h.

◆ meshOffset

uint32_t EngineCore::PerObjectData::meshOffset

Definition at line 129 of file RenderData.h.

◆ worldMatrix

glm::mat4 EngineCore::PerObjectData::worldMatrix

Definition at line 125 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