pub type MeshGL = MeshGLP<f32, u32>;Expand description
Single-precision mesh (standard for graphics).
Aliased Type§
pub struct MeshGL {
pub num_prop: u32,
pub vert_properties: Vec<f32>,
pub tri_verts: Vec<u32>,
pub merge_from_vert: Vec<u32>,
pub merge_to_vert: Vec<u32>,
pub run_index: Vec<u32>,
pub run_original_id: Vec<u32>,
pub run_transform: Vec<f32>,
pub face_id: Vec<u32>,
pub halfedge_tangent: Vec<f32>,
pub run_flags: Vec<u8>,
pub tolerance: f32,
}Fields§
§num_prop: u32Number of properties per vertex, always >= 3.
vert_properties: Vec<f32>Flat interleaved vertex properties: [x, y, z, …] × num_verts.
tri_verts: Vec<u32>Triangle vertex indices, 3 per triangle (CCW from outside).
merge_from_vert: Vec<u32>Optional: merge-from vertex indices.
merge_to_vert: Vec<u32>Optional: merge-to vertex indices.
run_index: Vec<u32>Optional: run start indices into triVerts.
run_original_id: Vec<u32>Optional: original mesh ID per run.
run_transform: Vec<f32>Optional: 3×4 column-major transform per run (12 elements each).
face_id: Vec<u32>Optional: source face ID per triangle.
halfedge_tangent: Vec<f32>Optional: halfedge tangent vectors (4 per halfedge).
run_flags: Vec<u8>Optional: per-run flags; 1 = backside (normals need flipping).
tolerance: f32Tolerance for mesh simplification.