public sealed struct Sandbox.Vertex
Related Guides
Broader workflow and conceptual references connected to this API.
Using texture sheets in shaders is made easy using the Sheet class.
Helper functions to do standard vertex shader, does instancing, skinning, etc.
The fancy new way to do things in Vulkan / DX12 is bindless. This removes the limitations of the binding model allowing you to have access to far more textures and other resources within a shader and the ability to sample them from a dynamically provided identifier from buffers, vertex input, etc.
If you're just opting for default Vertex and Pixel inputs which are usable on the default shading model, these are the reference member variables for each:
You can create different types of shaders in s&box through code or the ShaderGraph.
GPU instancing is an optimization where multiple instances of the same model with the same material can be drawn in a single draw call. This is a big optimization when rendering things that appear many times in a scene such as foliage.
Constructors
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Metadata
| Field | Value |
|---|---|
| Namespace | Sandbox |
| Type | class |
| Assembly | Sandbox.Engine |
| Doc ID | T:Sandbox.Vertex |