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API > API/Runtime > API/Runtime/Renderer > API/Runtime/Renderer/FMeshDrawCommand
References
| Module | Renderer |
| Header | /Engine/Source/Runtime/Renderer/Public/MeshPassProcessor.h |
| Include | #include "MeshPassProcessor.h" |
| Source | /Engine/Source/Runtime/Renderer/Private/MeshPassProcessor.cpp |
static bool SubmitDrawBegin
&40;
const FMeshDrawCommand &restrict MeshDrawCommand,
const FGraphicsMinimalPipelineStateSet & GraphicsMinimalPipelineStateSet,
FRHIBuffer &42; ScenePrimitiveIdsBuffer,
int32 PrimitiveIdOffset,
uint32 InstanceFactor,
FRHICommandList & RHICmdList,
FMeshDrawCommandStateCache &restrict StateCache,
bool bAllowSkipDrawCommand
&41;
Remarks
Submits the state and shader bindings to the RHI command list, but does not invoke the draw. If function returns false, then draw can be skipped because the PSO used by the draw command is not compiled yet (still precaching)