#[repr(C)]pub struct Mesh {Show 15 fields
pub vertexCount: c_int,
pub triangleCount: c_int,
pub vertices: *mut c_float,
pub texcoords: *mut c_float,
pub texcoords2: *mut c_float,
pub normals: *mut c_float,
pub tangents: *mut c_float,
pub colors: *mut c_uchar,
pub indices: *mut c_ushort,
pub animVertices: *mut c_float,
pub animNormals: *mut c_float,
pub boneIds: *mut c_uchar,
pub boneWeights: *mut c_float,
pub vaoId: c_uint,
pub vboId: *mut c_uint,
}
Expand description
Mesh, vertex data and vao/vbo
Fields§
§vertexCount: c_int
Number of vertices stored in arrays
triangleCount: c_int
Number of triangles stored (indexed or not)
vertices: *mut c_float
Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
texcoords: *mut c_float
Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
texcoords2: *mut c_float
Vertex texture second coordinates (UV - 2 components per vertex) (shader-location = 5)
normals: *mut c_float
Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
tangents: *mut c_float
Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)
colors: *mut c_uchar
Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
indices: *mut c_ushort
Vertex indices (in case vertex data comes indexed)
animVertices: *mut c_float
Animated vertex positions (after bones transformations)
animNormals: *mut c_float
Animated normals (after bones transformations)
boneIds: *mut c_uchar
Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning)
boneWeights: *mut c_float
Vertex bone weight, up to 4 bones influence by vertex (skinning)
vaoId: c_uint
OpenGL Vertex Array Object id
vboId: *mut c_uint
OpenGL Vertex Buffer Objects id (default vertex data)