Expand description
Utility functions and resources for the renderer.
This includes:
- The mesh used for rendering with SSBOs, described in
SsboMesh. - The mesh used for post-processing passes, described in
PostProcessingMesh. - The transform uniform utility resource, described in [
TransformUniform]. - The lightweight color helper enum, described in
Color.
Structs§
- Post
Processing Mesh - Resource storing the handle to the full-screen quad mesh used for post-processing passes. This mesh is a simple quad covering the entire screen, with UVs for sampling the rendered texture.
- Ssbo
Mesh - Resource representing the SSBO mesh data. It is filled by every GpuMesh if use_ssbo is set to true. The position of the vertex and index data in the buffers is then stored in the GpuMesh resource.
- Ssbo
Mesh Binding
Enums§
Constants§
- MSAA_
SAMPLE_ COUNT - Multisample anti-aliasing sample count used throughout the renderer.