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Module bundle

Module bundle 

Source
Expand description

The module responsible for bundle generation for rendering optimizations.

Structs§

BundleRenderContext
BundleUniformData
Describes where to the actual uniform data is located in the memory backed by the uniform memory allocator on per-bundle basis.
GlobalUniformData
InstanceUniformData
Describes where to the actual uniform data is located in the memory backed by the uniform memory allocator on per-instance basis.
LightData
LightSource
RenderContext
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.
RenderDataBundle
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 SurfaceInstanceData for the properties that can change between instances of the bundle.
RenderDataBundleStorage
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.
RenderDataBundleStorageOptions
SurfaceInstanceData
A set of data of a surface for rendering.

Enums§

LightSourceKind

Traits§

RenderDataBundleStorageTrait
A trait for an entity that can collect render data.

Functions§

make_texture_binding
write_shader_values
write_with_material