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ComputeCullData
Computes culling data for input meshlets, typically generated by ComputeMeshlets.
HRESULT ComputeCullData(
const XMFLOAT3* positions, size_t nVerts,
const Meshlet* meshlets, size_t nMeshlets,
const uint16_t* uniqueVertexIndices, size_t nVertIndices,
const MeshletTriangle* primitiveIndices, size_t nPrimIndices,
CullData* cullData,
MESHLET_FLAGS flags = MESHLET_DEFAULT);HRESULT ComputeCullData(
const XMFLOAT3* positions, size_t nVerts,
const Meshlet* meshlets, size_t nMeshlets,
const uint32_t* uniqueVertexIndices, size_t nVertIndices,
const MeshletTriangle* primitiveIndices, size_t nPrimIndices,
CullData* cullData,
MESHLET_FLAGS flags = MESHLET_DEFAULT);The meshlets to compute culling data for are provided in meshlets, uniqueVertexIndices, and primitiveIndices. The array sizes are nMeshlets, nVertIndices, and nPrimIndices.
The result is written into the _cullData__ array which must be of length nMeshlets.
The flags can be MESHLET_DEFAULT or MESHLET_WIND_CW. By default, it assumes the vertices are counter-clockwise for back facing.
auto mesh = std::make_unique<WaveFrontReader<uint16_t>>();
if ( FAILED( mesh->Load( L"test.obj" ) ) )
// Error
size_t nFaces = mesh->indices.size() / 3;
size_t nVerts = mesh->vertices.size();
std::unique_ptr<XMFLOAT3[]> pos( new XMFLOAT3[ nVerts ] );
for( size_t j = 0; j < nVerts; ++j )
pos[ j ] = mesh->vertices[ j ].position;
std::vector<Meshlet> meshlets;
std::vector<uint8_t> uniqueVertexIB;
std::vector<MeshletTriangle> primitiveIndices;
if ( FAILED( ComputeMeshlets( mesh->indices.data(), nFaces,
pos.get(), nVerts,
nullptr,
meshlets, uniqueVertexIB, primitiveIndices) )
// Error
auto uniqueVertexIndices = reinterpret_cast<const uint16_t*>(uniqueVertexIB.data());
size_t vertIndices = uniqueVertexIB.size() / sizeof(uint16_t);
CullData cull = {};
if ( FAILED( ComputeCullData(g_fmCubeVerts, 24,
meshlets.data(), meshlets.size(),
uniqueVertexIndices, vertIndices,
primitiveIndices.data(), primitiveIndices.size(), &cull) )
// ErrorAll content and source code for this package are subject to the terms of the MIT License.
This project has adopted the Microsoft Open Source Code of Conduct. For more information see the Code of Conduct FAQ or contact opencode@microsoft.com with any additional questions or comments.
- Universal Windows Platform apps
- Windows desktop apps
- Windows 11
- Windows 10
- Windows 8.1
- Xbox One
- Xbox Series X|S
- Windows Subsystem for Linux
- x86
- x64
- ARM64
- Visual Studio 2026
- Visual Studio 2022 (17.12 or later)
- clang/LLVM v12 - v20
- GCC 10.5, 11.4, 12.3, 13.3, 14.2
- MinGW 12.2, 13.2
- CMake 3.21
DirectX Tool Kit for DirectX 11