54 const vector<Vector3>*
normals {
nullptr };
AnimationProcessingTarget
Class representing texture UV coordinates data.
Object 3D node mesh specifically for rendering.
void setupOriginsBuffer(Renderer *renderer, int contextIdx, int32_t vboId)
Set up render node object origins data buffer.
void setupNormalsBuffer(Renderer *renderer, int contextIdx, int32_t vboId)
Set up normals buffer.
vector< int32_t > indices
void computeTransformations(int contextIdx, Object3DBase *object3DBase)
Computes mesh transformations.
void setupVertexIndicesBuffer(Renderer *renderer, int contextIdx, int32_t vboId)
Set up vertex indices buffer.
vector< vector< float > > cSkinningJointWeight
const vector< Vector3 > * vertices
vector< Vector3 > transformedTangents
Engine::AnimationProcessingTarget animationProcessingTarget
vector< map< string, Matrix4x4 * > * > skinningMatrices
vector< Vector3 > transformedVertices
void setupLodBuffer(Renderer *renderer, int contextIdx, int32_t vboId, int lodLevel)
Set up render node object lod data buffer.
void setupTextureCoordinatesBuffer(Renderer *renderer, int contextIdx, int32_t vboId)
Set up texture coordinates buffer.
const vector< Vector3 > * tangents
const vector< Vector3 > * normals
void recreateBuffers()
Recreates node float buffers.
void setupTangentsBuffer(Renderer *renderer, int contextIdx, int32_t vboId)
Set up tangents buffer.
const vector< TextureCoordinate > * textureCoordinates
Object3DNodeMesh(Object3DNodeRenderer *object3DNodeRenderer, Engine::AnimationProcessingTarget animationProcessingTarget, Node *node, const vector< map< string, Matrix4x4 * > * > &transformationMatrices, const vector< map< string, Matrix4x4 * > * > &skinningMatrices, int instances)
Creates a object3d node mesh from node.
bool getRecreatedBuffers()
void setupVerticesBuffer(Renderer *renderer, int contextIdx, int32_t vboId)
Set up vertices buffer.
Object3DNodeRenderer * object3DNodeRenderer
vector< vector< Matrix4x4 * > > jointsSkinningMatrices
void setupBitangentsBuffer(Renderer *renderer, int contextIdx, int32_t vboId)
Set up bitangents buffer.
int32_t cSkinningMaxVertexWeights
vector< TextureCoordinate > transformedTextureCoordinates
const vector< Vector3 > * bitangents
vector< Vector3 > transformedBitangents
bool hasRecreatedBuffers()
Matrix4x4 * cNodeTransformationsMatrix
vector< vector< vector< Matrix4x4 * > > > cSkinningJointTransformationsMatrices
vector< Vector3 > transformedNormals
Object 3D node VBO renderer.
Object 3d node specifically for rendering.
Transparent render faces pool.
Interface to compute shader skinning shader program.