Class SceneAggregate.Fragment
Namespace: ValveResourceFormat.Renderer
Assembly: Renderer.dll
Single drawable fragment within an aggregate with independent bounds.
public sealed class SceneAggregate.Fragment : SceneNodeInheritance
object ← SceneNode ← SceneAggregate.Fragment
Inherited Members
SceneNode.Transform, SceneNode.LayerName, SceneNode.LayerEnabled, SceneNode.BoundingBox, SceneNode.LocalBoundingBox, SceneNode.Name, SceneNode.Id, SceneNode.IsSelected, SceneNode.Flags, SceneNode.Scene, SceneNode.EnvMaps, SceneNode.ShaderEnvMapVisibility, SceneNode.LightingOrigin, SceneNode.OverlayRenderOrder, SceneNode.CubeMapPrecomputedHandshake, SceneNode.LightProbeVolumePrecomputedHandshake, SceneNode.LightProbeBinding, SceneNode.EntityData, SceneNode.Update(Scene.UpdateContext), SceneNode.Render(Scene.RenderContext), SceneNode.GetSupportedRenderModes(), SceneNode.SetRenderMode(string), SceneNode.Delete(), SceneNode.GetCameraDistance(Camera)
Constructors
Fragment(Scene, SceneAggregate, AABB)
public Fragment(Scene scene, SceneAggregate parent, AABB bounds)Parameters
scene Scene
parent SceneAggregate
bounds AABB
Properties
DrawCall
Gets the specific draw call within the mesh that renders this fragment.
public required DrawCall DrawCall { get; init; }Property Value
Parent
Gets the aggregate that owns this fragment.
public required SceneAggregate Parent { get; init; }Property Value
RenderMesh
Gets the shared renderable mesh used to issue this fragment's draw call.
public required RenderableMesh RenderMesh { get; init; }Property Value
Tint
Gets or sets the per-fragment tint color.
public Vector4 Tint { get; set; }
