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TransparentDraw Type

A deferred transparent draw for the forward pass: a single model-mesh-part or primitive draw whose resolved material has 0 < Opacity < 1. Collected inline during the forward pass, sorted far-to-near by camera distance, and flushed after all opaque geometry with alpha blending + depth-read (opaque geometry already wrote depth; each successive transparent is nearer and passes the depth test). Transparent geometry is also excluded from the shadow and scene-depth gathers (see ShadowPass.collectCommand) — something that renders blended must not write shadow depth.

Record fields

Record Field Description

Bones

Full Usage: Bones

Field type: Matrix[] voption

The bone palette for skinned parts (ValueNone otherwise).

Field type: Matrix[] voption

DistanceSq

Full Usage: DistanceSq

Field type: float32

Squared distance to the camera that deferred this draw (sort key).

Field type: float32

Material

Full Usage: Material

Field type: Material3D

The resolved material (override + tint already applied).

Field type: Material3D

Mesh

Full Usage: Mesh

Field type: PrimitiveMesh voption

The primitive mesh to draw (ValueNone for model parts).

Field type: PrimitiveMesh voption

Part

Full Usage: Part

Field type: ModelMeshPart voption

The model-mesh-part to draw (ValueNone for primitives).

Field type: ModelMeshPart voption

StartIndex

Full Usage: StartIndex

Field type: int

The first index of the primitive's slice within its shared buffer (startIndex; 0 for self-contained buffers).

Field type: int

VertexOffset

Full Usage: VertexOffset

Field type: int

The first vertex of the primitive's slice within its shared buffer (baseVertex; 0 for self-contained buffers).

Field type: int

World

Full Usage: World

Field type: Matrix

The world transform of the mesh (per-mesh world for model parts).

Field type: Matrix

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