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VfxShimmerPrimitiveMeshBase

16.6 Interface

Class Documentation

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The component mesh primitives. Each particle draws a whole mesh, one particle at a time; meshes are never batched.

Which mesh. When the system is prepared, the client loads what Mesh names: the skinned pair with its animation, and a static mesh chosen by the extension of mSimpleMeshName. At draw time a .scb wins over a .tmesh or .gmesh, and either wins over a skinned mesh. When the attached mesh's own Mesh loads nothing, it draws the owner's skinned mesh; see VfxShimmerPrimitiveAttachedMesh. Whether a plain component mesh draws its own skinned .skn mesh is not yet identified.

Orientation. Without a FacingMode, the mesh takes the particle's orientation and is not turned toward the camera. Component meshes have no AlignYawToCamera or AlignPitchToCamera flags, so the camera alignment of legacy meshes stays off.

Properties

FacingMode

Pointer<VfxShimmerFacingMode>
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Turns each particle toward the camera. The facing mode chosen decides how; see VfxShimmerFacingMode. When it is unset, the mesh keeps the particle's orientation. Instanced mesh draws pass the facing mode to the shader.