#include <RenderMeshAsset.h>
Public Member Functions | |
SubmeshDesc () | |
bool | isValid () const |
Public Attributes | |
const char * | m_materialName |
const VertexBuffer * | m_vertexBuffers |
uint32_t | m_numVertexBuffers |
uint32_t | m_numVertices |
Primitive::Enum | m_primitive |
IndexType::Enum | m_indexType |
const void * | m_vertexIndices |
uint32_t | m_numIndices |
uint32_t * | m_smoothingGroups |
uint32_t | m_firstVertex |
const void * | m_partIndices |
uint32_t | m_numParts |
RenderCullMode::Enum | m_cullMode |
Description of one submesh, corresponding to one material. The vertex buffer format contains bone indices, so these do not need to be described here. The submesh's partitioning into parts is described here.
nvidia::apex::RenderMeshAssetAuthoring::SubmeshDesc::SubmeshDesc | ( | ) | [inline] |
Constructor sets default values.
bool nvidia::apex::RenderMeshAssetAuthoring::SubmeshDesc::isValid | ( | void | ) | const [inline] |
Validity check, returns true if this descriptor contains valid fields.
Winding order of the submesh
Vertex index offset.
Type of the indices used in m_VertexIndices. See the IndexType enum.
Name of material associated with this geometry.
Size (in indices) of m_VertexIndices.
If m_PartIndices is not NULL, the number of parts.
Number of vertex buffers in m_VertexBuffers array.
Number of vertices. Each vertex buffer in m_VertexBuffers must have this many vertices.
If not NULL, an array (of m_IndexType-sized indices) into m_VertexIndices, at the start of each part.
How the geometry is represented. See the Primitive enum.
Smoothing groups associated with each triangle. The size of this array (if not NULL) must be appropriate for the m_primitive type. Since only triangle lists are currently supported, the size of this array (if not NULL) must currently be m_numIndices/3.
Vertex buffers for this submesh. One may pass in the same buffers for each submesh.
Buffer of vertex indices, stored as described by primitive and indexSize. If NULL, m_vertexIndices = {0,1,2,...} is implied.