1#ifndef _MESHCOMPONENT_H_
2#define _MESHCOMPONENT_H_
33 virtual bool Initialize()
override;
36 virtual void Update(
float deltaTime)
override;
48 void SetCullBoundsWorld(
const Math::AABB& bounds);
50 void SetCullBoundsLocal(
const Math::AABB& bounds);
54 RefPtr<RenderEngine::BufferBase> IndexBuffer{};
55 List<RefPtr<RenderEngine::BufferBase>> ConstantBuffers{};
60 Math::AABB m_cullBounds{};
61 bool m_hasCullBounds =
false;
62 Math::AABB m_localBounds{};
63 bool m_hasLocalBounds =
false;
Component(GameObject *object)
MeshComponent(GameObject *object)
Backend-agnostic GPU buffer: vertex, index, constant, or resource view target.
Backend-facing rendering layer shared by the four graphics backends.
Root namespace for everything the engine exposes.
Untyped payload blob, currently unused by any buffer path.