WorldUiRenderSystem

Draws world-space UI panels — each a rasterized Texture on a unit quad placed by a model matrix — inside the scene render pass, after the solid systems and gizmos. Depth-tested and depth-writing, so a panel occludes and is occluded by scene geometry (the diegetic "screen in the world"). Alpha-blended; fully transparent texels are discarded.

Remarks

The quad geometry comes from gl_VertexIndex (no vertex buffer). Set 0 is the scene's global UBO (camera); set 1 is the panel sampler, one descriptor set cached per texture instance.

Properties

Quads

(List) = []: The panels to draw this frame. The host clears and repopulates it before each render.

Public Methods

Render

public void Render(FrameInfo frameInfo, GlobalUbo ubo)

Parameters:

  • frameInfo (FrameInfo)
  • ubo (GlobalUbo)

Dispose

public void Dispose()