Render Pipeline Extractors
Extractors run every frame before any rendering takes place. Their job is to inspect the scene and record render data — the information that render passes then use to draw objects. Which extractors are present in a pipeline determines what can be rendered.
Clustered Data Extractor
Collects all visible lights, decals, reflection probes, and fog, then assigns them to a 3D grid of spatial clusters that covers the camera frustum. During shading each pixel looks up which lights and decals affect it from the cluster it falls into, making per-pixel lighting cost proportional to local density rather than scene totals.
This extractor is required by all forward rendering passes (Opaque, Sky, Transparent) for lighting and decals to work.
Properties: none
Editor Grid Extractor
Extracts render data for the editor's construction grid. Only meaningful inside editor pipelines.
Properties: none
Required Render Pass: Simple Render Pass
Editor Selected Objects Extractor
Extracts render data for objects that are currently selected in the editor, feeding the Selection Highlight Pass with the geometry it needs to draw the outline. Only meaningful inside editor pipelines.
Properties: none
Editor Shape Icons Extractor
Extracts the 3D icon sprites that the editor draws at the position of objects whose component type has a registered shape icon (e.g. light sources, cameras, sound sources). Only meaningful inside editor pipelines.
Properties:
Size: World-space radius of the icons in metres (default 1 m).MaxScreenSize: Maximum rendered size of an icon in pixels (default 64 px). Prevents icons from becoming too large when the camera is very close.
Required Render Pass: Simple Render Pass
ImGUI Extractor
Collects the geometry produced by Dear ImGui each frame and prepares it for rendering.
Properties: none
Required Render Pass: Simple Render Pass
Selected Objects Extractor
A runtime equivalent of the Editor Selected Objects Extractor that can be used in game pipelines. A SelectionContext object is supplied at runtime via ezView::SetExtractorProperty(), listing the game objects that should receive the selection highlight outline.
Properties: none
Required Render Pass: Selection Highlight Pass
Simplified Data Extractor
A lightweight alternative to the Clustered Data Extractor. Gathers only basic sky irradiance data, without the full spatial clustering of lights and decals. Used by pipelines that do not need dynamic per-pixel lighting, such as the reflection capture pipeline.
Properties: none
Visible Objects Extractor
The main extractor for scene geometry. Iterates over all visible game objects and calls ezMsgExtractRenderData on their components, allowing each component to record the render data it needs. This is what makes meshes, particles, sprites, and other visual components appear in the world.
Properties: none