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Class RenderingSubMesh

Sub mesh for rendering which contains all geometry data, it can be used to create GFXInputAssembler.

Hierarchy

  • RenderingSubMesh

Implements

Index

Constructors

constructor

Properties

Private Optional _flatBuffers

_flatBuffers: IFlatBuffer[]

Private Optional _geometricInfo

_geometricInfo: IGeometricInfo

Private Optional _jointMappedBufferIndices

_jointMappedBufferIndices: number[]

Private Optional _jointMappedBuffers

_jointMappedBuffers: GFXBuffer[]

Private Optional vertexIdChannel

vertexIdChannel: undefined | { index: number; stream: number }

attributes

attributes: IGFXAttribute[]

All vertex attributes used by the sub mesh

Optional indexBuffer

indexBuffer: GFXBuffer

Index buffer used by the sub mesh

Optional indirectBuffer

indirectBuffer: GFXBuffer

Indirect buffer used by the sub mesh

Optional mesh

mesh: Mesh

primitiveMode

primitiveMode: GFXPrimitiveMode

Primitive mode used by the sub mesh

Optional subMeshIdx

subMeshIdx: undefined | number

vertexBuffers

vertexBuffers: GFXBuffer[]

All vertex buffers used by the sub mesh

Accessors

flatBuffers

geometricInfo

jointMappedBuffers

Methods

Private allocVertexIdBuffer

destroy

  • destroy(): void

enableVertexIdChannel

  • enableVertexIdChannel(device: GFXDevice): void
  • 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.

    Parameters

    • device: GFXDevice

      Device used to create related rendering resources.

    Returns void

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