Renderer.Add

static void Add(Mesh mesh, Material material, Matrix transform)

Adds a mesh to the render queue for this frame! If the Hierarchy has a transform on it, that transform is combined with the Matrix provided here.

   
Mesh mesh A valid Mesh you wish to draw.
Material material A Material to apply to the Mesh.
Matrix transform A Matrix that will transform the mesh from Model Space into the current Hierarchy Space.
static void Add(Mesh mesh, Material material, Matrix transform, Color colorLinear, RenderLayer layer)

Adds a mesh to the render queue for this frame! If the Hierarchy has a transform on it, that transform is combined with the Matrix provided here.

   
Mesh mesh A valid Mesh you wish to draw.
Material material A Material to apply to the Mesh.
Matrix transform A Matrix that will transform the mesh from Model Space into the current Hierarchy Space.
Color colorLinear A per-instance linear space color value to pass into the shader! Normally this gets used like a material tint. If you’re adventurous and don’t need per-instance colors, this is a great spot to pack in extra per-instance data for the shader!
RenderLayer layer All visuals are rendered using a layer bit-flag. By default, all layers are rendered, but this can be useful for filtering out objects for different rendering purposes! For example: rendering a mesh over the user’s head from a 3rd person perspective, but filtering it out from the 1st person perspective.
static void Add(Model model, Matrix transform)

Adds a Model to the render queue for this frame! If the Hierarchy has a transform on it, that transform is combined with the Matrix provided here.

   
Model model A valid Model you wish to draw.
Matrix transform A Matrix that will transform the Model from Model Space into the current Hierarchy Space.
static void Add(Model model, Matrix transform, Color colorLinear, RenderLayer layer)

Adds a Model to the render queue for this frame! If the Hierarchy has a transform on it, that transform is combined with the Matrix provided here.

   
Model model A valid Model you wish to draw.
Matrix transform A Matrix that will transform the Model from Model Space into the current Hierarchy Space.
Color colorLinear A per-instance linear space color value to pass into the shader! Normally this gets used like a material tint. If you’re adventurous and don’t need per-instance colors, this is a great spot to pack in extra per-instance data for the shader!
RenderLayer layer All visuals are rendered using a layer bit-flag. By default, all layers are rendered, but this can be useful for filtering out objects for different rendering purposes! For example: rendering a mesh over the user’s head from a 3rd person perspective, but filtering it out from the 1st person perspective.




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