Class ImmediateDebugRenderFeature
- Namespace
- Stride.CommunityToolkit.Rendering.DebugShapes
- Assembly
- Stride.CommunityToolkit.dll
public class ImmediateDebugRenderFeature : RootRenderFeature, IComponent, IReferencable, ICollectorHolder, IGraphicsRendererCore, IDisposable
- Inheritance
-
ImmediateDebugRenderFeature
- Implements
- Inherited Members
Constructors
ImmediateDebugRenderFeature()
public ImmediateDebugRenderFeature()
Properties
SupportedRenderObjectType
Gets the type of render object supported by this RootRenderFeature.
public override Type SupportedRenderObjectType { get; }
Property Value
Methods
Draw(RenderDrawContext, RenderView, RenderViewStage, int, int)
Performs GPU updates and/or draw.
public override void Draw(RenderDrawContext context, RenderView renderView, RenderViewStage renderViewStage, int startIndex, int endIndex)
Parameters
context
RenderDrawContextrenderView
RenderViewrenderViewStage
RenderViewStagestartIndex
intendIndex
int
Extract()
Extract data from entities, should be as fast as possible to not block simulation loop. It should be mostly copies, and the actual processing should be part of Prepare().
public override void Extract()
Flush(RenderDrawContext)
Releases temporary resources and cleans the state. Should be called once after all Draw(RenderDrawContext, RenderView, RenderViewStage) calls have finished.
public override void Flush(RenderDrawContext context)
Parameters
context
RenderDrawContext
InitializeCore()
Initializes this instance. Query for specific cbuffer (either new one, like PerMaterial, or parts of an existing one, like PerObject=>Skinning)
protected override void InitializeCore()
Prepare(RenderDrawContext)
Performs most of the work (computation and resource preparation). Later game simulation might be running during that step.
public override void Prepare(RenderDrawContext context)
Parameters
context
RenderDrawContext
Unload()
public override void Unload()