OverlayRenderSystem

Composites a single texture over the frame with a fullscreen triangle and straight-alpha blending, inside the same render pass as the scene and after every solid and gizmo system. The engine's screen-space GUI feeds it the rasterized UI each frame; it is otherwise a generic "draw this texture on top" pass.

Remarks

Source is expected to change rarely — a resize hands over a new texture instance and callers recreate this system on resize anyway — so the descriptor set is rewritten in place (behind a device-idle wait) only when the instance actually changes.

Properties

Source

(Texture?) { get; set }: The texture to composite, or null to draw nothing. Setting a different instance schedules a descriptor rewrite on the next Render.

Public Methods

Render

public void Render(FrameInfo frameInfo, GlobalUbo ubo)

Parameters:

  • frameInfo (FrameInfo)
  • ubo (GlobalUbo)

Dispose

public void Dispose()