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evan 2026.1.4
Evan
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Uniform buffer object structure. More...
#include <headers/evan/Frame.hpp>

Public Attributes | |
| glm::mat4 | model |
| Model matrix representing the transformation of the object in the scene. It is used to position, rotate, and scale the object in the world space. | |
| ViewUniform | views [MAX_MULTIVIEW_VIEWS] |
| Per-view view/projection matrices, indexed by gl_ViewIndex. | |
Uniform buffer object structure.
This structure represents the data that will be passed to the vertex shader as a uniform buffer. Each dynamic slot holds the model matrix and the per-view matrices read by the shader. A fallback two-pass renderer binds one slot per eye and the shader reads entry 0 (ViewIndex is zero outside multiview passes), while multiview rendering writes every eye into one slot and the shader indexes the array with gl_ViewIndex.
| glm::mat4 evan::Frame::UniformBufferObject::model |
| ViewUniform evan::Frame::UniformBufferObject::views[MAX_MULTIVIEW_VIEWS] |