ShadowSkinnedInstancedDraw Type
A skinned + instanced caster draw collected for the shadow pass.
One entry per skinned ModelMeshPart of a DrawAnimatedModelInstanced command —
or one per MERGED part group when the model has mergeable skinned parts (off-GL;
depth binds no material state, so merged geometry is always valid here). Shares
the command's per-instance transforms + flat bone palettes
(InstanceCount * boneCount, instance-major). Rendered via the depth effect's
DepthSkinnedInstanced technique (palette texture + two-stream bind); on the OpenGL
backend (no vertex texture fetch) the pass falls back to per-instance DepthSkinned
draws. Colors/material overrides are irrelevant to depth and not carried. Like the other
part-based casters, no world-space bounds — drawn unconditionally.
Record fields
| Record Field |
Description
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Full Usage:
BoneCount
Field type: int
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Full Usage:
CastsShadow
Field type: bool
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Whether this draw was emitted while shadows were enabled (see ShadowMeshDraw).
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Full Usage:
InstanceCount
Field type: int
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The original part — used ONLY by the OpenGL per-instance fallback (drawPart needs its Effect). Null for merged entries, which that path never produces.
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Full Usage:
PrimitiveCount
Field type: int
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Full Usage:
StartIndex
Field type: int
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Draw geometry: the original part's buffers (VertexOffset/StartIndex/PrimitiveCount
of the part) or the merged group's buffers (offsets 0) — see
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Full Usage:
VertexOffset
Field type: int
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Mibo