#include <vgl/render.h>
◆ tile
◆ mesh
| uint64_t vgl_draw_item::mesh |
◆ mesh_handle
| uint64_t vgl_draw_item::mesh_handle |
As set by vgl_frame_resource_handle_set, or 0.
◆ index_list
| uint64_t vgl_draw_item::index_list |
◆ index_list_handle
| uint64_t vgl_draw_item::index_list_handle |
◆ index_count
| uint32_t vgl_draw_item::index_count |
◆ index_size
| uint32_t vgl_draw_item::index_size |
2 or 4, as in the index list.
◆ first_layer
| uint32_t vgl_draw_item::first_layer |
The item's layers in the frame's layer list, bottom first.
◆ layer_count
| uint32_t vgl_draw_item::layer_count |
◆ model_view
| float vgl_draw_item::model_view[16] |
Mesh coordinates to camera space, column-major: composed in double precision and rounded to float at the end.
◆ centre
ECEF origin of the mesh coordinates, for consumers that compose their own transforms.
◆ min_height
| double vgl_draw_item::min_height |
◆ max_height
| double vgl_draw_item::max_height |
◆ geoid_heights
| float vgl_draw_item::geoid_heights[4] |
The geoid's height above the ellipsoid at the tile's corners, in metres: north-west, north-east, south-west and south-east. Interpolated bilinearly over the mesh's texture coordinates (u east, v south), it gives mean sea level under each vertex: a vertex's height above mean sea level is its height minus that, and a sea surface lies there. Zero where has_geoid is VGL_FALSE: the context has no geoid pack, or it has not loaded there yet.
◆ has_geoid
◆ reserved
| uint32_t vgl_draw_item::reserved |
The documentation for this struct was generated from the following file: