group2 0.1.0
CSE 125 Group 2
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Renderer::SkinnedMesh Struct Reference

One skinned mesh on GPU. More...

Collaboration diagram for Renderer::SkinnedMesh:
[legend]

Public Attributes

SDL_GPUBuffer * vertexBuffer = nullptr
SDL_GPUBuffer * indexBuffer = nullptr
SDL_GPUBuffer * boneBuffer = nullptr
Uint32 indexCount = 0
int albedoTexIndex = -1
int normalTexIndex = -1
int metallicRoughnessTexIndex = -1
int emissiveTexIndex = -1
MaterialData material

Detailed Description

One skinned mesh on GPU.

Mirrors GpuMesh but adds a parallel bone-influence buffer (location 4..5 in the skinned vertex layout).

Member Data Documentation

◆ albedoTexIndex

int Renderer::SkinnedMesh::albedoTexIndex = -1

◆ boneBuffer

SDL_GPUBuffer* Renderer::SkinnedMesh::boneBuffer = nullptr

◆ emissiveTexIndex

int Renderer::SkinnedMesh::emissiveTexIndex = -1

◆ indexBuffer

SDL_GPUBuffer* Renderer::SkinnedMesh::indexBuffer = nullptr

◆ indexCount

Uint32 Renderer::SkinnedMesh::indexCount = 0

◆ material

MaterialData Renderer::SkinnedMesh::material

◆ metallicRoughnessTexIndex

int Renderer::SkinnedMesh::metallicRoughnessTexIndex = -1

◆ normalTexIndex

int Renderer::SkinnedMesh::normalTexIndex = -1

◆ vertexBuffer

SDL_GPUBuffer* Renderer::SkinnedMesh::vertexBuffer = nullptr

The documentation for this struct was generated from the following file: