Expand description
The module responsible for bundle generation for rendering optimizations.
Structs§
- Bundle
Render Context - Bundle
Uniform Data - Describes where to the actual uniform data is located in the memory backed by the uniform memory allocator on per-bundle basis.
- Global
Uniform Data - Instance
Uniform Data - Describes where to the actual uniform data is located in the memory backed by the uniform memory allocator on per-instance basis.
- Light
Data - Light
Source - Render
Context - Render context is used to collect render data from the scene nodes. It provides all required information about the observer (camera, light source virtual camera, etc.), that could be used for culling.
- Render
Data Bundle - A set of surface instances that share the same vertex/index data and a material.
Geometry instancing means rendering multiple copies of the same mesh in a scene at once,
reusing the same vertex data but with a different world transform each time.
This technique can be used for objects such as trees that may need to be repeated many times in a scene.
See
SurfaceInstanceDatafor the properties that can change between instances of the bundle. - Render
Data Bundle Storage - Bundle storage handles bundle generation for a scene before rendering. It is used to optimize rendering by reducing amount of state changes of OpenGL context.
- Render
Data Bundle Storage Options - Surface
Instance Data - A set of data of a surface for rendering.
Enums§
Traits§
- Render
Data Bundle Storage Trait - A trait for an entity that can collect render data.