Builder
Collects the input mesh. Strides are in bytes; 0 means tightly packed.
Functions
The algorithm to use; the one built with may differ if the input doesn't suit it.
Auxiliary input, mapped along when the mesh is remeshed: float2, float3 or float4 per vertex (components 2–4). Read it back with TangentSpaceMesh.getAux and the same components.
Auxiliary input as unsigned shorts (e.g. joint indices): ushort3 or ushort4 per vertex (components 3–4).
Computes the tangent space. The builder can't be used afterwards.
The input normals, 3 floats each.
The input positions, 3 floats each.
The input tangents, 4 floats each; w is the handedness (-1 or +1) for the bitangent.
The number of input triangles.
The triangles in 32-bit indices, 3 per triangle.
The triangles in 16-bit indices, 3 per triangle.
The input UVs, 2 floats each.
The number of input vertices.