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Flags that may be passed along with a visible mesh draw command OR stored with a cached one.
| Name | EFVisibleMeshDrawCommandFlags |
| Type | enum |
| Header File | /Engine/Source/Runtime/Renderer/Public/MeshPassProcessor.h |
| Include Path | #include "MeshPassProcessor.h" |
Syntax
enum EFVisibleMeshDrawCommandFlags
{
Default = 0U,
MaterialUsesWorldPositionOffset = 1U << 0U,
MaterialAlwaysEvaluatesWorldPositionOffset = 1U << 1U,
HasPrimitiveIdStreamIndex = 1U << 2U,
ForceInstanceCulling = 1U << 3U,
PreserveInstanceOrder = 1U << 4U,
FetchInstanceCountFromScene = 1U << 5U,
All = MaterialUsesWorldPositionOffset | HasPrimitiveIdStreamIndex | ForceInstanceCulling | PreserveInstanceOrder | FetchInstanceCountFromScene,
NumBits = 6U,
}
Values
| Name | Remarks |
|---|---|
| Default | |
| MaterialUsesWorldPositionOffset | If set, the FMaterial::MaterialUsesWorldPositionOffset_RenderThread() indicates that WPO is active for the given material. |
| MaterialAlwaysEvaluatesWorldPositionOffset | If set, the FMaterial::ShouldAlwaysEvaluateWorldPositionOffset() indicates that WPO is ALWAYS active for the given material. |
| HasPrimitiveIdStreamIndex | If set, the mesh draw command supports primitive ID steam (required for dynamic instancing and GPU-Scene instance culling). |
| ForceInstanceCulling | If set, forces individual instances to always be culled independently from the primitive |
| PreserveInstanceOrder | If set, requires that instances preserve their original draw order in the draw command |
| FetchInstanceCountFromScene | If set, the instance culling machinery will pull the instance count from the primitive in FScene, making it possible to bypass MDC re-caching |
| All | |
| NumBits |