ModelRendererStats

Description

struct Tinman.Engine.Models.ModelRendererStats

Statistics of model geometry rendered with a ModelRenderer.

Public / Attributes

Draw​Count


public readonly attribute DrawCount → (int32)

The total number of render API draw calls that have been made, see IPrimitiveRenderer.

This value gives an indication of the model part granularity in model hierarchy.

Model​Render​Count


public readonly attribute ModelRenderCount → (int32)

The total number of IModel objects that have been submitted to the render queue, after visibility determination.

This value will always be equal to or less than ModelVisitCount. The ratio gives an indication of the quality of the spatial hierarchy of the processed models.

Model​Visit​Count


public readonly attribute ModelVisitCount → (int32)

The total number of IModel objects that have been visited by ModelRenderer.Render.

This value will always be equal to or greater than ModelRenderCount. The ratio gives an indication of the quality of the spatial hierarchy of the processed models.

Primitive​Count


public readonly attribute PrimitiveCount → (int32)

The total number of rendered primitives (see PrimitiveBatch.Primitives of IModelPart.Batch of IModel.PartAt), taking into account geometry instancing (see IModel.UseGeometryInstancing).

This values gives an indication of the complexity of the rendered geometry.

State​Apply


public readonly attribute StateApply → (int32)

The total number of render effect parameter changes that have been applied with IRenderEffectBase.Apply.

State​Geometry


public readonly attribute StateGeometry → (int32)

The total number of render state changes because of different model geometry (see IModelGeometry).

State​Material


public readonly attribute StateMaterial → (int32)

The total number of render state changes because of different model materials (see IMaterial).

State​Pass


public readonly attribute StatePass → (int32)

The total number of render state changes because of different shader technique passes (see IRenderEffectBase.Pass).