skinning

fun skinning(skinningBuffer: SkinningBuffer, count: Int, offset: Int): RenderableManager.Builder

Enables GPU vertex skinning from a region of a SkinningBuffer.

Return

Builder reference for chaining calls.

Parameters

skinningBuffer

the SkinningBuffer to use

count

the number of bones to use (up to 256)

offset

offset in the SkinningBuffer


fun skinning(boneCount: Int, transforms: FloatArray): RenderableManager.Builder

Enables GPU vertex skinning for up to 255 bones with initial bone transforms.

Skinning Buffer mode must be disabled. Each vertex can be affected by up to 4 bones simultaneously. The attached VertexBuffer must provide data in the BONE_INDICES slot (uvec4) and the BONE_WEIGHTS slot (float4).

Return

Builder reference for chaining calls.

Parameters

boneCount

the number of bone transforms (up to 255)

transforms

the initial 4x4 transforms, 16 floats per bone


Enables GPU vertex skinning for up to 255 bones with initial bone transforms.

Return

Builder reference for chaining calls.

Parameters

boneCount

the number of bone transforms (up to 255)

bones

the initial set of transforms (one for each bone)


Enables GPU vertex skinning for up to 255 bones, 0 by default.

Return

Builder reference for chaining calls.

Parameters

boneCount

0 to disable, otherwise the number of bone transforms (up to 255)