Sub mesh for rendering which contains all geometry data, it can be used to create InputAssembler.
All vertex attributes used by the sub mesh
Flatted vertex buffers
The geometric info of the sub mesh, used for raycast.
Index buffer used by the sub mesh
Indirect buffer used by the sub mesh
The vertex buffer for joint after mapping
Primitive mode used by the sub mesh
All vertex buffers used by the sub mesh
Adds a vertex attribute input called 'a_vertexId' into this sub-mesh.
This is useful if you want to simulate
gl_VertexId in WebGL context prior to 2.0.
Once you call this function, the vertex attribute is permanently added.
Subsequent calls to this function take no effect.
Device used to create related rendering resources.
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