Describes the NxParameterized::Interface for 'SubmeshParameters' : More...
#include <params.h>
Public Attributes | |
VertexBufferParameters | vertexBuffer |
'vertexBuffer' : | |
U32 | indexBuffer[] |
'indexBuffer[]' : The index buffer for this submesh | |
U32 | vertexPartition[] |
'vertexPartition[]' : Part lookup into vertexBuffer | |
U32 | indexPartition[] |
'indexPartition[]' : Part lookup into indexBuffer | |
U32 | smoothingGroups[] |
'smoothingGroups[]' : Per-triangle smoothing group masks |
Describes the NxParameterized::Interface for 'SubmeshParameters' :
SubmeshParameters contains 73 fully qualified names --------------------------------------------- 1 : U32 vertexBuffer.vertexCount RefVariant[VertexBufferParameters] 2 : U32 vertexBuffer.vertexFormat.winding RefVariant[VertexFormatParameters] 3 : Bool vertexBuffer.vertexFormat.hasSeparateBoneBuffer RefVariant[VertexFormatParameters] 4 : ArraySizeName vertexBuffer.vertexFormat.bufferFormats RefVariant[VertexFormatParameters] 5 : String vertexBuffer.vertexFormat.bufferFormats[].name RefVariant[VertexFormatParameters] 6 : I32 vertexBuffer.vertexFormat.bufferFormats[].semantic RefVariant[VertexFormatParameters] 7 : U32 vertexBuffer.vertexFormat.bufferFormats[].id RefVariant[VertexFormatParameters] 8 : U32 vertexBuffer.vertexFormat.bufferFormats[].format RefVariant[VertexFormatParameters] 9 : U32 vertexBuffer.vertexFormat.bufferFormats[].access RefVariant[VertexFormatParameters] 10 : Bool vertexBuffer.vertexFormat.bufferFormats[].serialize RefVariant[VertexFormatParameters] 11 : ArraySizeName vertexBuffer.buffers RefVariant[VertexBufferParameters] 12 : ArraySizeName vertexBuffer.buffers[].data RefVariant[BufferU8x1] 13 : U8 vertexBuffer.buffers[].data[] RefVariant[BufferU8x1] 14 : ArraySizeName vertexBuffer.buffers[].data RefVariant[BufferU8x2] 15 : U8 vertexBuffer.buffers[].data[].x RefVariant[BufferU8x2] 16 : U8 vertexBuffer.buffers[].data[].y RefVariant[BufferU8x2] 17 : ArraySizeName vertexBuffer.buffers[].data RefVariant[BufferU8x3] 18 : U8 vertexBuffer.buffers[].data[].x RefVariant[BufferU8x3] 19 : U8 vertexBuffer.buffers[].data[].y RefVariant[BufferU8x3] 20 : U8 vertexBuffer.buffers[].data[].z RefVariant[BufferU8x3] 21 : ArraySizeName vertexBuffer.buffers[].data RefVariant[BufferU8x4] 22 : U8 vertexBuffer.buffers[].data[].x RefVariant[BufferU8x4] 23 : U8 vertexBuffer.buffers[].data[].y RefVariant[BufferU8x4] 24 : U8 vertexBuffer.buffers[].data[].z RefVariant[BufferU8x4] 25 : U8 vertexBuffer.buffers[].data[].w RefVariant[BufferU8x4] 26 : ArraySizeName vertexBuffer.buffers[].data RefVariant[BufferU16x1] 27 : U16 vertexBuffer.buffers[].data[] RefVariant[BufferU16x1] 28 : ArraySizeName vertexBuffer.buffers[].data RefVariant[BufferU16x2] 29 : U16 vertexBuffer.buffers[].data[].x RefVariant[BufferU16x2] 30 : U16 vertexBuffer.buffers[].data[].y RefVariant[BufferU16x2] 31 : ArraySizeName vertexBuffer.buffers[].data RefVariant[BufferU16x3] 32 : U16 vertexBuffer.buffers[].data[].x RefVariant[BufferU16x3] 33 : U16 vertexBuffer.buffers[].data[].y RefVariant[BufferU16x3] 34 : U16 vertexBuffer.buffers[].data[].z RefVariant[BufferU16x3] 35 : ArraySizeName vertexBuffer.buffers[].data RefVariant[BufferU16x4] 36 : U16 vertexBuffer.buffers[].data[].x RefVariant[BufferU16x4] 37 : U16 vertexBuffer.buffers[].data[].y RefVariant[BufferU16x4] 38 : U16 vertexBuffer.buffers[].data[].z RefVariant[BufferU16x4] 39 : U16 vertexBuffer.buffers[].data[].w RefVariant[BufferU16x4] 40 : ArraySizeName vertexBuffer.buffers[].data RefVariant[BufferU32x1] 41 : U32 vertexBuffer.buffers[].data[] RefVariant[BufferU32x1] 42 : ArraySizeName vertexBuffer.buffers[].data RefVariant[BufferU32x2] 43 : U32 vertexBuffer.buffers[].data[].x RefVariant[BufferU32x2] 44 : U32 vertexBuffer.buffers[].data[].y RefVariant[BufferU32x2] 45 : ArraySizeName vertexBuffer.buffers[].data RefVariant[BufferU32x3] 46 : U32 vertexBuffer.buffers[].data[].x RefVariant[BufferU32x3] 47 : U32 vertexBuffer.buffers[].data[].y RefVariant[BufferU32x3] 48 : U32 vertexBuffer.buffers[].data[].z RefVariant[BufferU32x3] 49 : ArraySizeName vertexBuffer.buffers[].data RefVariant[BufferU32x4] 50 : U32 vertexBuffer.buffers[].data[].x RefVariant[BufferU32x4] 51 : U32 vertexBuffer.buffers[].data[].y RefVariant[BufferU32x4] 52 : U32 vertexBuffer.buffers[].data[].z RefVariant[BufferU32x4] 53 : U32 vertexBuffer.buffers[].data[].w RefVariant[BufferU32x4] 54 : ArraySizeName vertexBuffer.buffers[].data RefVariant[BufferF32x1] 55 : F32 vertexBuffer.buffers[].data[] RefVariant[BufferF32x1] 56 : ArraySizeName vertexBuffer.buffers[].data RefVariant[BufferF32x2] 57 : F32 vertexBuffer.buffers[].data[].x RefVariant[BufferF32x2] 58 : F32 vertexBuffer.buffers[].data[].y RefVariant[BufferF32x2] 59 : ArraySizeName vertexBuffer.buffers[].data RefVariant[BufferF32x3] 60 : Vec3 vertexBuffer.buffers[].data[] RefVariant[BufferF32x3] 61 : ArraySizeName vertexBuffer.buffers[].data RefVariant[BufferF32x4] 62 : F32 vertexBuffer.buffers[].data[].x RefVariant[BufferF32x4] 63 : F32 vertexBuffer.buffers[].data[].y RefVariant[BufferF32x4] 64 : F32 vertexBuffer.buffers[].data[].z RefVariant[BufferF32x4] 65 : F32 vertexBuffer.buffers[].data[].w RefVariant[BufferF32x4] 66 : ArraySizeName indexBuffer 67 : U32 indexBuffer[] 68 : ArraySizeName vertexPartition 69 : U32 vertexPartition[] 70 : ArraySizeName indexPartition 71 : U32 indexPartition[] 72 : ArraySizeName smoothingGroups 73 : U32 smoothingGroups[]
'indexBuffer[]' : The index buffer for this submesh
This is the vertex buffer included with this submesh. The submesh is defined by a index buffer and an vertex buffer (see vertexBuffer). The indices for different mesh parts are stored in contiguous subsets of the whole index buffer. The indexPartition array holds the offsets into the indexBuffer for each part.
'indexPartition[]' : Part lookup into indexBuffer
Index offset into indexBuffer for each part. The first index location in indexPartition for part i is indexPartition[i]. The indexPartition array size is N+1, where N = the number of mesh parts, and indexPartition[N] = the size of the indexBuffer. This way, the number of indices for part i can be always be obtained with indexPartition[i+1]-indexPartition[i].
'smoothingGroups[]' : Per-triangle smoothing group masks
Per-triangle smoothing group masks
'vertexBuffer' :
'vertexPartition[]' : Part lookup into vertexBuffer
Index offset into vertexBuffer for each part. The first vertex index for part i is vertexPartition[i]. The vertexPartition array size is N+1, where N = the number of mesh parts, and vertexPartition[N] = vertexBuffer.vertexCount (the size of the vertex buffer). This way, the number of vertices for part i can be always be obtained with vertexPartition[i+1]-vertexPartition[i].