group2 0.1.0
CSE 125 Group 2
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EntityRenderCmd Struct Reference

Per-entity render command — built by Game, consumed by Renderer::drawFrame. More...

#include <RendererTypes.hpp>

Public Attributes

int32_t modelIndex = -1
 Renderer-side model handle (returned by loadSceneModel / uploadSceneModel).
glm::mat4 worldTransform {1.0f}
 Full world transform (position × rotation × scale).
glm::vec4 tint {1.0f}
 RGB multiplier into baseColorFactor (alpha unused). Default = no tint.
bool occludedSilhouette = false
 True = draw an extra flat silhouette only where hidden behind scene depth.

Detailed Description

Per-entity render command — built by Game, consumed by Renderer::drawFrame.

One entry per visible static/dynamic entity (NOT skinned characters — those go through setSkinnedFrame). Game.cpp builds these from ECS each frame and hands them off via setEntityRenderList().

Member Data Documentation

◆ modelIndex

int32_t EntityRenderCmd::modelIndex = -1

Renderer-side model handle (returned by loadSceneModel / uploadSceneModel).

◆ occludedSilhouette

bool EntityRenderCmd::occludedSilhouette = false

True = draw an extra flat silhouette only where hidden behind scene depth.

◆ tint

glm::vec4 EntityRenderCmd::tint {1.0f}

RGB multiplier into baseColorFactor (alpha unused). Default = no tint.

◆ worldTransform

glm::mat4 EntityRenderCmd::worldTransform {1.0f}

Full world transform (position × rotation × scale).


The documentation for this struct was generated from the following file: