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group2 0.1.0
CSE 125 Group 2
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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. | |
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().
| int32_t EntityRenderCmd::modelIndex = -1 |
Renderer-side model handle (returned by loadSceneModel / uploadSceneModel).
| bool EntityRenderCmd::occludedSilhouette = false |
True = draw an extra flat silhouette only where hidden behind scene depth.
| glm::vec4 EntityRenderCmd::tint {1.0f} |
RGB multiplier into baseColorFactor (alpha unused). Default = no tint.
| glm::mat4 EntityRenderCmd::worldTransform {1.0f} |
Full world transform (position × rotation × scale).