Namespace ValveResourceFormat.Renderer ​
Namespaces ​
ValveResourceFormat.Renderer.Buffers
ValveResourceFormat.Renderer.Input
ValveResourceFormat.Renderer.Materials
ValveResourceFormat.Renderer.Particles
ValveResourceFormat.Renderer.PostProcess
ValveResourceFormat.Renderer.SceneEnvironment
ValveResourceFormat.Renderer.SceneNodes
ValveResourceFormat.Renderer.Shaders
ValveResourceFormat.Renderer.Utils
ValveResourceFormat.Renderer.World
Classes ​
Manages skeletal animation playback and computes animated bone poses.
Color attachment pixel format and type specification.
Base class for computing animated bone poses
Perspective camera with view and projection matrix management.
Framebuffer.DepthAttachmentFormat
Depth attachment pixel format and type specification.
Single GPU draw operation with geometry, material, and render state.
Manages flex controller state and morph target composition for facial animation.
Single drawable fragment within an aggregate with independent bounds.
OpenGL framebuffer object with color and depth attachments.
OpenGL environment initialization and default render state configuration.
Caches GPU mesh buffers and vertex array objects for efficient mesh rendering.
GPU vertex and index buffers created from VBIB mesh data.
Renders an infinite reference grid on the XY plane.
Sorts and dispatches batched mesh draw calls for a render pass.
Base class for scene nodes that contain a collection of renderable meshes.
Combines morph target deformations into GPU texture for facial animation rendering.
A single node in the octree containing elements and child nodes.
Debug visualization renderer for occluded object bounds in occlusion culling. Renders bounding boxes directly from GPU buffer using procedural vertex generation.
Spatial partitioning structure for efficient scene node culling and queries.
Debug visualization renderer for octree spatial partitioning structure.
Convex hull collision data with vertices, edges, and planes.
Triangle mesh collision data for ray tracing.
Framebuffer for GPU-based object picking using unique object IDs.
Pre-computed index buffer for rendering quads as triangle pairs.
OpenGL texture object with metadata for dimensions and filtering configuration.
GPU-ready mesh with draw calls, materials, and optional skeletal animation support.
Main renderer for Source 2 scenes with support for shadows, post-processing, and multiple render passes.
Shared context containing loaders and caches used by the renderer.
Ray tracing against Rubikon physics collision shapes including meshes and hulls.
Container for scene nodes with spatial partitioning, lighting, and render state management.
Scene node for instanced rendering of aggregated world geometry.
Base class for all objects in the scene graph.
Renders selection outlines and debug information for selected scene nodes.
Packs shadow map requests into a single atlas texture using a shelf-based bin-packing algorithm.
Renders text using multi-channel signed distance field fonts.
Utility class for measuring CPU and GPU timings of code regions.
Structs ​
Axis-aligned bounding box for spatial queries and culling.
Precomputed sweep data for an axis-aligned box trace.
View frustum for culling objects outside the camera's visible area.
RAII wrapper for OpenGL debug group markers.
Index buffer binding for draw calls.
Small group of triangles on a mesh used for low level culling
Packed axis-aligned bounding box stored as two 32-bit values. Each uint packs three 10-bit normalized components (x/y/z in 0..1023).
Quantized cone used for backface/cone culling.
PickingTexture.PickingResponse
Object picking response containing intent and pixel data.
Pixel data read back from the picking framebuffer.
Precomputed ray direction data for accelerated ray tracing.
Context data passed to scene nodes and renderers during draw calls.
Draw call request with distance and render order for sorting.
Describes the position and size of a shadow map region within the atlas texture.
Describes the dimensions requested for a single shadow map.
Simple vertex with position and color for debug rendering.
Simple vertex with position, color, and normal for debug rendering.
AnimationController.SubController
Represents a sub-animation controller that drives animation from an external skeleton.
TextRenderer.TextRenderRequest
Text rendering parameters.
Ray trace hit result with position, normal, and distance.
Context data passed to scene nodes during per-frame update.
Vertex buffer binding with stride and attribute layout.
Enums ​
Shader program variants for depth-only rendering in shadow maps and depth pre-pass.
Indicates which spatial partition a scene node belongs to.
Type of interaction when picking an object.
Rendering pass types that define draw call ordering.

