Radeon ProRender



Triangle mesh primitive.

Triangle mesh primitive is represented as an indexed vertex array. Vertex and index arrays are defined using device pointers and strides. Each vertex has to have 3 components: (x, y, z) coordinates. Indices are organized into triples (i0, i1, i2) - one for each triangle.

Applies to

All supported backends


Name Type Description
vertices RRDevicePtr Device pointer to vertex data.
vertex_count uint32_t Number of vertices in vertex array.
vertex_stride uint32_t Stride in bytes between two vertices.
triangle_indices RRDevicePtr Device pointer to index data.
triangle_count uint32_t Number of triangles in index array.