Struct to hold push data for billboard rendering. More...
#include <Renderer.hpp>
Public Attributes | |
| glm::vec3 | pos |
| World position of the billboard. | |
| float | sx |
| Horizontal scale. | |
| float | sy |
| Vertical scale. | |
| uint32_t | tID |
| Texture ID for bindless access. | |
| uint32_t | unlit |
| Flag determining if the billboard is unlit. | |
| float | pad |
| Padding for 16-byte alignment. | |
| glm::vec4 | col |
| Tint color of the billboard. | |
Struct to hold push data for billboard rendering.
Definition at line 46 of file Renderer.hpp.
| glm::vec4 vex::BillboardPushData::col |
Tint color of the billboard.
Definition at line 53 of file Renderer.hpp.
| float vex::BillboardPushData::pad |
Padding for 16-byte alignment.
Definition at line 52 of file Renderer.hpp.
| glm::vec3 vex::BillboardPushData::pos |
World position of the billboard.
Definition at line 47 of file Renderer.hpp.
| float vex::BillboardPushData::sx |
Horizontal scale.
Definition at line 48 of file Renderer.hpp.
| float vex::BillboardPushData::sy |
Vertical scale.
Definition at line 49 of file Renderer.hpp.
| uint32_t vex::BillboardPushData::tID |
Texture ID for bindless access.
Definition at line 50 of file Renderer.hpp.
| uint32_t vex::BillboardPushData::unlit |
Flag determining if the billboard is unlit.
Definition at line 51 of file Renderer.hpp.