Feature MeshOutline and Wireframe as Components for Entitys - #684
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If VertexBuffers[0].Buffer.Flags is BufferFlags.StreamOutput the use DrawAuto() see https://learn.microsoft.com/en-us/windows/win32/api/d3d11/nf-d3d11-id3d11devicecontext-drawauto
…derSetup in VL.Stride.Engine Add WireframeComponent and MeshOutlineComponent to VL.Stride.Engine[Stride.Rendering] Add Forwards to WireframeComponent.cs and MeshOutlineComponent.cs to VL.Stride.Runtime.TypeForwards.vl See HelpPatches - HowTo Render a Entity with Wireframe.vl - HowTo Render a Entity with MeshOutline.vl This Branch based on feature/MeshIndirect because it support IndirectDrawing too
Add CommandListHelper.DrawMesh to TypeForward CommandList Use CommandListHelper.DrawMesh in VL MeshRenderer (VL.Stride.Rendering.vl), MeshRenderFeature, WireframeRenderFeature and MeshOutlineRenderFeature
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PR Details
Add a simple way to add Outlines(Selection) and Wireframe to any Entity.
This PR includes Feature DynamicBufferMesh with DrawArgsOption (Indirect Drawing) because it support IndirectDrawing too
Description
Add WireframeComponent and MeshOutlineComponent to VL.Stride.Engine[Stride.Rendering]
Add Forwards to WireframeComponent.cs and MeshOutlineComponent.cs to VL.Stride.Runtime.TypeForwards.vl
See HelpPatches
This Branch based on feature/MeshIndirect because it support IndirectDrawing too
Motivation and Context
Makes it possible to build 3D editors and is very helpful for debugging shaders/materials as it was previously not easy to render materials with wireframes.
Types of changes
Checklist