| FRenderResource
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Module |
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Header |
/Engine/Plugins/FX/Niagara/Source/Niagara/Classes/NiagaraDataInterfaceStaticMesh.h |
Include |
#include "NiagaraDataInterfaceStaticMesh.h" |
class FStaticMeshGpuSpawnBuffer : public FRenderResource
Used to stored GPU data needed for an interface/mesh tuple (e.g. uniform sampling of sections according to mesh surface area).
Name | Description | ||
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BufferSectionRHI |
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BufferSectionSRV |
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BufferUniformTriangleSamplingSRV |
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FilteredAndUnfilteredSocketsBuffer |
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TResourceArray<... |
FilteredAndUnfilteredSocketsResourceArray |
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FilteredAndUnfilteredSocketsSRV |
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MeshColorBufferSRV |
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MeshIndexBufferSrv |
Cached SRV to gpu buffers of the mesh we spawn from. |
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MeshTangentBufferSrv |
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MeshTexCoordBufferSrv |
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MeshVertexBufferSrv |
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NumFilteredSockets |
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NumSockets |
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NumTexCoord |
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const FStaticMe... |
SectionRenderData |
Cached pointer to Section render data used for initialization only. This doesn't need to be ref counted since it doesn't reference CPU data. |
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SocketTransformsBuffer |
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TResourceArray<... |
SocketTransformsResourceArray |
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SocketTransformsSRV |
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ValidSections |
Name | Description | |
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~FStaticMeshGpuSpawnBuffer() |
Name | Description | ||
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GetFriendlyName() |
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InitRHI() |
Initializes the RHI resources used by this resource. |
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ReleaseRHI() |
Releases the RHI resources used by this resource. |
Name |
Description |
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SectionInfo |
We could separate probabilities from the triangle information when UE supports R32G32 buffer. For pack it all in a uint RGBA32 format. |