Table of Contents

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

Type

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 RenderDrawContext
renderView RenderView
renderViewStage RenderViewStage
startIndex int
endIndex 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()