RenderBuffer3D Type
An allocation-friendly buffer for 3D render commands.
Commands are accumulated each frame via RenderBuffer3D.Add, then executed in insertion order by the active pipeline. The pipeline may re-sort internally if needed for state efficiency (e.g., front-to-back, material batching), but the buffer itself does not impose an order. Uses ArrayPool for the backing store to avoid per-frame heap allocations. The buffer is designed to be cleared and repopulated each frame. RenderBuffer3D.Clear resets the count without deallocating the internal array.
Constructors
| Constructor |
Description
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Instance members
| Instance member |
Description
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Adds a render command to the buffer.
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Full Usage:
this.AddAnimatedModel
Parameters:
AnimatedModel
transform : Matrix4x4
pose : BonePose voption
Modifiers: inline |
raylib animated draw (GPU skinning path): emits one
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Full Usage:
this.AddAnimatedModel
Parameters:
Animation3DState
transform : Matrix4x4
_pose : BonePose voption
Modifiers: inline |
raylib animated draw (legacy mutating path): applies the state's bone pose
to its embedded model (raylib's UpdateModelAnimation path), then draws the
model. The
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Full Usage:
this.AddAnimatedModelInstanced
Parameters:
AnimatedModel
transforms : Matrix4x4[]
poses : BonePose[]
material : MaterialOverride voption
colors : Color[] voption
Modifiers: inline |
GPU skinning path, instanced: one
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Full Usage:
this.AddAnimatedModelWith
Parameters:
AnimatedModel
transform : Matrix4x4
material : Material3D
pose : BonePose voption
Modifiers: inline |
GPU skinning path with a whole-model material override — see the
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Full Usage:
this.AddAnimatedModelWith
Parameters:
Animation3DState
transform : Matrix4x4
material : Material3D
_pose : BonePose voption
Modifiers: inline |
Legacy mutating path —
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Full Usage:
this.AddAnimatedModelWithPerMesh
Parameters:
AnimatedModel
transform : Matrix4x4
resolver : int -> Material3D
pose : BonePose voption
Modifiers: inline |
GPU skinning path with a per-mesh material resolver — see the
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Full Usage:
this.AddAnimatedModelWithPerMesh
Parameters:
Animation3DState
transform : Matrix4x4
resolver : int -> Material3D
_pose : BonePose voption
Modifiers: inline |
Legacy mutating path —
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Full Usage:
this.AddAttachedMesh
Parameters:
AnimatedModel
bone : BoneRef
localTransform : Matrix4x4
mesh : Mesh
material : Material3D
transform : Matrix4x4
pose : BonePose voption
Modifiers: inline |
Draws a static mesh parented to bone
of the animated model am. The attachment's world
transform is
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Full Usage:
this.AddBeginCamera
Parameters:
Camera3D
_layer : int<MeasureProduct<RenderLayer, MeasureOne>>
Modifiers: inline |
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Full Usage:
this.AddBeginCameraConfig
Parameters:
Camera3DConfig
_layer : int<MeasureProduct<RenderLayer, MeasureOne>>
Modifiers: inline |
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Full Usage:
this.AddDisableShadows3D
Modifiers: inline |
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Full Usage:
this.AddDrawImmediate
Parameters:
SceneContext -> unit
_layer : int<MeasureProduct<RenderLayer, MeasureOne>>
Modifiers: inline |
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Full Usage:
this.AddDrawInstanced
Parameters:
Mesh
transforms : Matrix4x4[]
material : Material3D
instanceCount : int
colors : Color[] voption
Modifiers: inline |
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Full Usage:
this.AddDrawMesh
Parameters:
Mesh
transform : Matrix4x4
material : Material3D
Modifiers: inline |
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Full Usage:
this.AddDrawModelWith
Parameters:
Model
transform : Matrix4x4
material : Material3D
Modifiers: inline |
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Full Usage:
this.AddDrawModelWithPerMesh
Parameters:
Model
transform : Matrix4x4
resolver : int -> Material3D
Modifiers: inline |
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Full Usage:
this.AddEnableShadows3D
Modifiers: inline |
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Full Usage:
this.AddEndCamera
Parameters:
int<MeasureProduct<RenderLayer, MeasureOne>>
Modifiers: inline |
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Full Usage:
this.AddEndEffect
Modifiers: inline |
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Full Usage:
this.AddPostProcessWithDepth
Parameters:
PostProcessContext3D -> unit
Modifiers: inline |
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Full Usage:
this.AddSkinnedMesh
Parameters:
Mesh
transform : Matrix4x4
material : Material3D
bones : Matrix4x4[]
Modifiers: inline |
Draws a skinned mesh with an explicit bone palette.
bones carries the palette in plain System.Numerics
row-major layout (
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Full Usage:
this.CameraBlockCount
Returns: int
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Number of
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Full Usage:
this.Clear
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Clears all commands from the buffer without deallocating the backing array. Call this at the start of each frame before populating with new commands. |
Full Usage:
this.Count
Returns: int
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The number of commands currently in the buffer.
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Full Usage:
this.DepthPostProcessCount
Returns: int
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Number of
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Full Usage:
this.PostProcessCount
Returns: int
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Number of
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Tracks a rented matrix array (palette or transforms copy) so it can be
returned to the ArrayPool after the
pipeline consumes the commands. Called from the instanced draw witnesses
(
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Full Usage:
this.ReleaseRentedArrays
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Returns all rented palette arrays to the shared
ArrayPool. Called from |
Full Usage:
this.ShadowCasterLightCount
Returns: int
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Number of light commands with
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Mibo