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group2 0.1.0
CSE 125 Group 2
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Shared data types exchanged between Game (producer) and NewRenderer (consumer). More...
Go to the source code of this file.
Classes | |
| struct | RenderToggles |
| Live toggles for every render system — exposed to ImGui. More... | |
| struct | EntityRenderCmd |
| Per-entity render command — built by Game, consumed by Renderer::drawFrame. More... | |
| struct | PointLight |
| Dynamic point light — built by Game, injected into the PBR light array. More... | |
| struct | WeaponViewmodel |
| First-person weapon viewmodel descriptor sent per frame. More... | |
| struct | BoneInfluence |
| Per-vertex bone-influence record — 4 bones per vertex, weighted. More... | |
| struct | SkinnedInstance |
| Per-frame instance entry — one per visible animated character. More... | |
| struct | RigMeshSource |
| Source data for one mesh of a skinned character rig. More... | |
Enumerations | |
| enum class | AAMode : int { Off = 0 , SMAA_1x = 1 , SMAA_T2x = 2 } |
| Anti-aliasing mode selection — exposed to ImGui. More... | |
Shared data types exchanged between Game (producer) and NewRenderer (consumer).
Every struct in this file is a pure value type — no GPU handles, no owning pointers, no dependencies on renderer internals. Game code builds these per frame (or per registration) and hands them off via NewRenderer::set*() methods; the renderer then reads them during drawFrame(). Keep it that way: anything that needs GPU handles belongs inside NewRenderer, not here.
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