Struct rfw_scene::MeshDescriptor[][src]

pub struct MeshDescriptor {
    pub vertices: Vec<[f32; 4], Global>,
    pub normals: Vec<[f32; 3], Global>,
    pub uvs: Vec<[f32; 2], Global>,
    pub tangents: Vec<[f32; 4], Global>,
    pub material_ids: Vec<i32, Global>,
    pub materials: Option<MaterialList>,
    pub meshes: Vec<VertexMesh, Global>,
    pub skeleton: Option<SkeletonDescriptor>,
    pub bounds: Aabb<i32>,
    pub name: String,
}

Fields

vertices: Vec<[f32; 4], Global>normals: Vec<[f32; 3], Global>uvs: Vec<[f32; 2], Global>tangents: Vec<[f32; 4], Global>material_ids: Vec<i32, Global>materials: Option<MaterialList>

Mesh descriptors do not have a material list when they are part of a scene

meshes: Vec<VertexMesh, Global>skeleton: Option<SkeletonDescriptor>bounds: Aabb<i32>name: String

Implementations

Number of bytes required to store vertices, normals, uvs and tangents

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