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Module model

Module model 

Source
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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§

RangeMaterial
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 (resolve reads a reference) and pick the shader kind and texture references the ported shaders sample.