Public Attributes
RenderMeshAssetParameters Struct Reference

Describes the NxParameterized::Interface for 'RenderMeshAssetParameters' : More...

#include <params.h>

List of all members.

Public Attributes

SubmeshParameters submeshes[]
 'submeshes[]' :
String materialNames[]
 'materialNames[]' : Array of material names
Bounds3 partBounds[]
 'partBounds[]' : The AABBs of each mesh part
U32 textureUVOrigin
 'textureUVOrigin' : Texture origin convention
U32 boneCount
 'boneCount' : The number of mesh-skinning bones
Bool deleteStaticBuffersAfterUse
 'deleteStaticBuffersAfterUse' : If set, static data buffers will be deleted after they are used in createRenderResources.
Bool isReferenced
 'isReferenced' : Is the render mesh asset referenced in other assets

Detailed Description

Describes the NxParameterized::Interface for 'RenderMeshAssetParameters' :

RenderMeshAssetParameters contains 82 fully qualified names
---------------------------------------------
  1 : ArraySizeName  submeshes                                                        
  2 : U32            submeshes[].vertexBuffer.vertexCount                             RefVariant[VertexBufferParameters]
  3 : U32            submeshes[].vertexBuffer.vertexFormat.winding                    RefVariant[VertexFormatParameters]
  4 : Bool           submeshes[].vertexBuffer.vertexFormat.hasSeparateBoneBuffer      RefVariant[VertexFormatParameters]
  5 : ArraySizeName  submeshes[].vertexBuffer.vertexFormat.bufferFormats              RefVariant[VertexFormatParameters]
  6 : String         submeshes[].vertexBuffer.vertexFormat.bufferFormats[].name       RefVariant[VertexFormatParameters]
  7 : I32            submeshes[].vertexBuffer.vertexFormat.bufferFormats[].semantic   RefVariant[VertexFormatParameters]
  8 : U32            submeshes[].vertexBuffer.vertexFormat.bufferFormats[].id         RefVariant[VertexFormatParameters]
  9 : U32            submeshes[].vertexBuffer.vertexFormat.bufferFormats[].format     RefVariant[VertexFormatParameters]
 10 : U32            submeshes[].vertexBuffer.vertexFormat.bufferFormats[].access     RefVariant[VertexFormatParameters]
 11 : Bool           submeshes[].vertexBuffer.vertexFormat.bufferFormats[].serialize  RefVariant[VertexFormatParameters]
 12 : ArraySizeName  submeshes[].vertexBuffer.buffers                                 RefVariant[VertexBufferParameters]
 13 : ArraySizeName  submeshes[].vertexBuffer.buffers[].data                          RefVariant[BufferU8x1]
 14 : U8             submeshes[].vertexBuffer.buffers[].data[]                        RefVariant[BufferU8x1]
 15 : ArraySizeName  submeshes[].vertexBuffer.buffers[].data                          RefVariant[BufferU8x2]
 16 : U8             submeshes[].vertexBuffer.buffers[].data[].x                      RefVariant[BufferU8x2]
 17 : U8             submeshes[].vertexBuffer.buffers[].data[].y                      RefVariant[BufferU8x2]
 18 : ArraySizeName  submeshes[].vertexBuffer.buffers[].data                          RefVariant[BufferU8x3]
 19 : U8             submeshes[].vertexBuffer.buffers[].data[].x                      RefVariant[BufferU8x3]
 20 : U8             submeshes[].vertexBuffer.buffers[].data[].y                      RefVariant[BufferU8x3]
 21 : U8             submeshes[].vertexBuffer.buffers[].data[].z                      RefVariant[BufferU8x3]
 22 : ArraySizeName  submeshes[].vertexBuffer.buffers[].data                          RefVariant[BufferU8x4]
 23 : U8             submeshes[].vertexBuffer.buffers[].data[].x                      RefVariant[BufferU8x4]
 24 : U8             submeshes[].vertexBuffer.buffers[].data[].y                      RefVariant[BufferU8x4]
 25 : U8             submeshes[].vertexBuffer.buffers[].data[].z                      RefVariant[BufferU8x4]
 26 : U8             submeshes[].vertexBuffer.buffers[].data[].w                      RefVariant[BufferU8x4]
 27 : ArraySizeName  submeshes[].vertexBuffer.buffers[].data                          RefVariant[BufferU16x1]
 28 : U16            submeshes[].vertexBuffer.buffers[].data[]                        RefVariant[BufferU16x1]
 29 : ArraySizeName  submeshes[].vertexBuffer.buffers[].data                          RefVariant[BufferU16x2]
 30 : U16            submeshes[].vertexBuffer.buffers[].data[].x                      RefVariant[BufferU16x2]
 31 : U16            submeshes[].vertexBuffer.buffers[].data[].y                      RefVariant[BufferU16x2]
 32 : ArraySizeName  submeshes[].vertexBuffer.buffers[].data                          RefVariant[BufferU16x3]
 33 : U16            submeshes[].vertexBuffer.buffers[].data[].x                      RefVariant[BufferU16x3]
 34 : U16            submeshes[].vertexBuffer.buffers[].data[].y                      RefVariant[BufferU16x3]
 35 : U16            submeshes[].vertexBuffer.buffers[].data[].z                      RefVariant[BufferU16x3]
 36 : ArraySizeName  submeshes[].vertexBuffer.buffers[].data                          RefVariant[BufferU16x4]
 37 : U16            submeshes[].vertexBuffer.buffers[].data[].x                      RefVariant[BufferU16x4]
 38 : U16            submeshes[].vertexBuffer.buffers[].data[].y                      RefVariant[BufferU16x4]
 39 : U16            submeshes[].vertexBuffer.buffers[].data[].z                      RefVariant[BufferU16x4]
 40 : U16            submeshes[].vertexBuffer.buffers[].data[].w                      RefVariant[BufferU16x4]
 41 : ArraySizeName  submeshes[].vertexBuffer.buffers[].data                          RefVariant[BufferU32x1]
 42 : U32            submeshes[].vertexBuffer.buffers[].data[]                        RefVariant[BufferU32x1]
 43 : ArraySizeName  submeshes[].vertexBuffer.buffers[].data                          RefVariant[BufferU32x2]
 44 : U32            submeshes[].vertexBuffer.buffers[].data[].x                      RefVariant[BufferU32x2]
 45 : U32            submeshes[].vertexBuffer.buffers[].data[].y                      RefVariant[BufferU32x2]
 46 : ArraySizeName  submeshes[].vertexBuffer.buffers[].data                          RefVariant[BufferU32x3]
 47 : U32            submeshes[].vertexBuffer.buffers[].data[].x                      RefVariant[BufferU32x3]
 48 : U32            submeshes[].vertexBuffer.buffers[].data[].y                      RefVariant[BufferU32x3]
 49 : U32            submeshes[].vertexBuffer.buffers[].data[].z                      RefVariant[BufferU32x3]
 50 : ArraySizeName  submeshes[].vertexBuffer.buffers[].data                          RefVariant[BufferU32x4]
 51 : U32            submeshes[].vertexBuffer.buffers[].data[].x                      RefVariant[BufferU32x4]
 52 : U32            submeshes[].vertexBuffer.buffers[].data[].y                      RefVariant[BufferU32x4]
 53 : U32            submeshes[].vertexBuffer.buffers[].data[].z                      RefVariant[BufferU32x4]
 54 : U32            submeshes[].vertexBuffer.buffers[].data[].w                      RefVariant[BufferU32x4]
 55 : ArraySizeName  submeshes[].vertexBuffer.buffers[].data                          RefVariant[BufferF32x1]
 56 : F32            submeshes[].vertexBuffer.buffers[].data[]                        RefVariant[BufferF32x1]
 57 : ArraySizeName  submeshes[].vertexBuffer.buffers[].data                          RefVariant[BufferF32x2]
 58 : F32            submeshes[].vertexBuffer.buffers[].data[].x                      RefVariant[BufferF32x2]
 59 : F32            submeshes[].vertexBuffer.buffers[].data[].y                      RefVariant[BufferF32x2]
 60 : ArraySizeName  submeshes[].vertexBuffer.buffers[].data                          RefVariant[BufferF32x3]
 61 : Vec3           submeshes[].vertexBuffer.buffers[].data[]                        RefVariant[BufferF32x3]
 62 : ArraySizeName  submeshes[].vertexBuffer.buffers[].data                          RefVariant[BufferF32x4]
 63 : F32            submeshes[].vertexBuffer.buffers[].data[].x                      RefVariant[BufferF32x4]
 64 : F32            submeshes[].vertexBuffer.buffers[].data[].y                      RefVariant[BufferF32x4]
 65 : F32            submeshes[].vertexBuffer.buffers[].data[].z                      RefVariant[BufferF32x4]
 66 : F32            submeshes[].vertexBuffer.buffers[].data[].w                      RefVariant[BufferF32x4]
 67 : ArraySizeName  submeshes[].indexBuffer                                          RefVariant[SubmeshParameters]
 68 : U32            submeshes[].indexBuffer[]                                        RefVariant[SubmeshParameters]
 69 : ArraySizeName  submeshes[].vertexPartition                                      RefVariant[SubmeshParameters]
 70 : U32            submeshes[].vertexPartition[]                                    RefVariant[SubmeshParameters]
 71 : ArraySizeName  submeshes[].indexPartition                                       RefVariant[SubmeshParameters]
 72 : U32            submeshes[].indexPartition[]                                     RefVariant[SubmeshParameters]
 73 : ArraySizeName  submeshes[].smoothingGroups                                      RefVariant[SubmeshParameters]
 74 : U32            submeshes[].smoothingGroups[]                                    RefVariant[SubmeshParameters]
 75 : ArraySizeName  materialNames                                                    
 76 : String         materialNames[]                                                  
 77 : ArraySizeName  partBounds                                                       
 78 : Bounds3        partBounds[]                                                     
 79 : U32            textureUVOrigin                                                  
 80 : U32            boneCount                                                        
 81 : Bool           deleteStaticBuffersAfterUse                                      
 82 : Bool           isReferenced                                                     

Member Data Documentation

'boneCount' : The number of mesh-skinning bones

The number of mesh-skinning bones. For destructible assets, this is the same as the number of parts.

'deleteStaticBuffersAfterUse' : If set, static data buffers will be deleted after they are used in createRenderResources.

If set, static data buffers will be deleted after they are used in createRenderResources.

'isReferenced' : Is the render mesh asset referenced in other assets

'materialNames[]' : Array of material names

The material names which distinguish the submeshes (see submeshes).

'partBounds[]' : The AABBs of each mesh part

Array of axis-aligned bounding boxes for each part. The bounds for part i are in partBounds[i].

'submeshes[]' :

'textureUVOrigin' : Texture origin convention

The texture origin convention to use for this mesh. See NxTextureUVOrigin.


The documentation for this struct was generated from the following file:

Generated on Sat Dec 1 2018 15:52:44

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