dao::render::Draw

struct

One draw call.

Declared in dao/Render.h.

Fields

Field Type  
baseVertex std::int32_t = 0 DrawIndexedPrimitive’s.
call Call = Call::Primitive  
device IDirect3DDevice9 * = nullptr  
frame std::uint64_t = 0 the frame it is in, counted by the presents
index std::uint32_t = 0 its place among the frame’s draws, from 0
material std::wstring_view its material object’s name: its .mao, with no extension
mesh std::wstring_view the node’s name in the model
minIndex std::uint32_t = 0 DrawIndexedPrimitive’s and DrawIndexedPrimitiveUP’s.
model std::wstring_view that object’s model, with no extension
node std::uintptr_t = 0 What the engine is drawing. The material for every draw a material instance makes; the node, its object and their names for a mesh’s or cloth’s, none (0, empty) for the rest (an emitter, a tree, the interface, a full-screen pass). The names are for the callback only. the graphics node, as dao::scene::Node::address
object std::uintptr_t = 0 the graphics object it is part of, as dao::scene::Object::address
pixel Shader  
primitives std::uint32_t = 0  
start std::uint32_t = 0 the first vertex or index
states std::vector<State> the render states the watch was armed with, in its order
type std::uint32_t = 0 D3DPRIMITIVETYPE.
vertex Shader  
vertices std::uint32_t = 0 the indexed calls’ vertex count