Expand description
CPU-side description of a GraphicsMesh’s draw ranges, shared by the viewer and the game:
which material each range uses, which shader kind that is, its textures and its rigid node
transform. GPU upload and skinning strategy stay with each app.
Structs§
- Range
Material - Everything about one draw range except its geometry bytes.
Functions§
- animation_
bone - The single rigid node all of a part’s ranges hang from, if any: such meshes (trees) animate by moving the whole instance with that node.
- bind_
world - Bind-pose world transforms of a mesh’s nodes.
- material_
set - The material set a mesh is drawn with (falls back to the first).
- range_
material - Describe a range: resolve its material instance (
resolvereads a reference) and pick the shader kind and texture references the ported shaders sample.