LDKRendererGridPass
typedef struct LDKRendererGridPass{
LDKRHIContext *rhi;
LDKRHIShaderModule vertex_shader_module;
LDKRHIShaderModule fragment_shader_module;
LDKRHIBindingsLayout bindings_layout;
LDKRHIPipeline pipeline;
LDKRHIBuffer vertex_buffer;
LDKRHIBuffer params_buffer;
LDKRHIBindings bindings;
bool is_initialized;
}LDKRendererGridPass;
ldk_renderer_submit_grid_to_view
Submit a procedural ground grid to a single render view.
The grid is rendered after regular scene meshes and before overlay meshes,
with depth testing enabled and depth writes disabled. Its visible area is
centered on grid_center and fades before reaching grid_extent.
LDK_API bool ldk_renderer_submit_grid_to_view(
LDKRenderer *renderer,
LDKRendererViewId view_id,
Vec3 grid_center,
float grid_extent,
float grid_spacing
);
Parameters
LDKRenderer *renderer
- Renderer instance.
LDKRendererViewId view_id
- ID of the only view that should draw the grid.
Vec3 grid_center
- Center of the visible grid area on the ground plane.
float grid_extent
- Radius of the visible grid area in world units.
float grid_spacing
- Distance between adjacent grid lines in world units.
Returns
true if the grid was submitted, false otherwise.