triangle_primitive¶
Batched triangle geometry for the renderer.
TrianglePrimitive is what a mesh Mob hands the renderer: a batch of
triangles as corner positions, normals and per-vertex colors, along with the
material parameters the shading kernel reads.
Primitives from many Mobs are grouped by
get_batch_identifier()
and rebuilt into one merged primitive per group, reducing per-object preparation
work. project_to_screen shades and packs a frame window; actual kernel-launch
count depends on the renderer, tiling and transport work, not just group count.
This is the flat-triangle representation. PN surfaces are diced into triangles
during preparation; Bezier outlines use
BezierCircuitPrimitive.
Classes