Mesh

Undocumented in source.

Members

Variables

animNormals
float* animNormals;

Animated normals (after bones transformations)

animVertices
float* animVertices;

Animated vertex positions (after bones transformations)

boneIds
ubyte* boneIds;

Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning)

boneWeights
float* boneWeights;

Vertex bone weight, up to 4 bones influence by vertex (skinning)

colors
ubyte* colors;

Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)

indices
ushort* indices;

Vertex indices (in case vertex data comes indexed)

normals
float* normals;

Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)

tangents
float* tangents;

Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)

texcoords
float* texcoords;

Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)

texcoords2
float* texcoords2;

Vertex second texture coordinates (useful for lightmaps) (shader-location = 5)

triangleCount
int triangleCount;

Number of triangles stored (indexed or not)

vaoId
uint vaoId;

OpenGL Vertex Array Object id

vboId
uint* vboId;

OpenGL Vertex Buffer Objects id (default vertex data)

vertexCount
int vertexCount;

Number of vertices stored in arrays

vertices
float* vertices;

Vertex position (XYZ - 3 components per vertex) (shader-location = 0)

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