skinning
Enables GPU vertex skinning for up to 255 bones, 0 by default.
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).
See also RenderableManager.setBonesAsMatrices() or RenderableManager.setBonesAsQuaternions(), which can be called on a per-frame basis to advance the animation.
Return
Builder reference for chaining calls.
Parameters
0 to disable, otherwise the number of bone transforms (up to 255)
Enables GPU vertex skinning for up to 255 bones with initial bone transforms, 0 by default.
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).
See also RenderableManager.setBonesAsMatrices() or RenderableManager.setBonesAsQuaternions(), which can be called on a per-frame basis to advance the animation.
Return
Builder reference for chaining calls.
Parameters
the number of bone transforms (up to 255)
the initial set of transforms (one for each bone)
Allows bones to be swapped out and shared using SkinningBuffer.
If skinning buffer mode is enabled, clients must call setSkinningBuffer() rather than setBonesAsMatrices() or setBonesAsQuaternions(). This allows sharing of data between renderables.
Return
Builder reference for chaining calls.
Parameters
the SkinningBuffer to use
the number of bone transforms (up to 255)
offset in the SkinningBuffer
Enables GPU vertex skinning for up to 255 bones, 0 by default.
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).
See also RenderableManager.setBonesAsMatrices() or RenderableManager.setBonesAsQuaternions(), which can be called on a per-frame basis to advance the animation.
Return
Builder reference for chaining calls.
Parameters
0 to disable, otherwise the number of bone transforms (up to 255)
Enables GPU vertex skinning for up to 255 bones with initial bone transforms, 0 by default.
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).
See also RenderableManager.setBonesAsMatrices() or RenderableManager.setBonesAsQuaternions(), which can be called on a per-frame basis to advance the animation.
Return
Builder reference for chaining calls.
Parameters
the number of bone transforms (up to 255)
the initial set of transforms (one for each bone)
Allows bones to be swapped out and shared using SkinningBuffer.
If skinning buffer mode is enabled, clients must call setSkinningBuffer() rather than setBonesAsMatrices() or setBonesAsQuaternions(). This allows sharing of data between renderables.
Return
Builder reference for chaining calls.
Parameters
the SkinningBuffer to use
the number of bone transforms (up to 255)
offset in the SkinningBuffer
Enables GPU vertex skinning for up to 255 bones, 0 by default.
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).
See also RenderableManager.setBonesAsMatrices() or RenderableManager.setBonesAsQuaternions(), which can be called on a per-frame basis to advance the animation.
Return
Builder reference for chaining calls.
Parameters
0 to disable, otherwise the number of bone transforms (up to 255)
Enables GPU vertex skinning for up to 255 bones with initial bone transforms, 0 by default.
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).
See also RenderableManager.setBonesAsMatrices() or RenderableManager.setBonesAsQuaternions(), which can be called on a per-frame basis to advance the animation.
Return
Builder reference for chaining calls.
Parameters
the number of bone transforms (up to 255)
the initial set of transforms (one for each bone)
Allows bones to be swapped out and shared using SkinningBuffer.
If skinning buffer mode is enabled, clients must call setSkinningBuffer() rather than setBonesAsMatrices() or setBonesAsQuaternions(). This allows sharing of data between renderables.
Return
Builder reference for chaining calls.
Parameters
the SkinningBuffer to use
the number of bone transforms (up to 255)
offset in the SkinningBuffer
Enables GPU vertex skinning for up to 255 bones, 0 by default.
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).
See also RenderableManager.setBonesAsMatrices() or RenderableManager.setBonesAsQuaternions(), which can be called on a per-frame basis to advance the animation.
Return
Builder reference for chaining calls.
Parameters
0 to disable, otherwise the number of bone transforms (up to 255)
Enables GPU vertex skinning for up to 255 bones with initial bone transforms, 0 by default.
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).
See also RenderableManager.setBonesAsMatrices() or RenderableManager.setBonesAsQuaternions(), which can be called on a per-frame basis to advance the animation.
Return
Builder reference for chaining calls.
Parameters
the number of bone transforms (up to 255)
the initial set of transforms (one for each bone)
Allows bones to be swapped out and shared using SkinningBuffer.
If skinning buffer mode is enabled, clients must call setSkinningBuffer() rather than setBonesAsMatrices() or setBonesAsQuaternions(). This allows sharing of data between renderables.
Return
Builder reference for chaining calls.
Parameters
the SkinningBuffer to use
the number of bone transforms (up to 255)
offset in the SkinningBuffer
Enables GPU vertex skinning for up to 255 bones, 0 by default.
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).
See also RenderableManager.setBonesAsMatrices() or RenderableManager.setBonesAsQuaternions(), which can be called on a per-frame basis to advance the animation.
Return
Builder reference for chaining calls.
Parameters
0 to disable, otherwise the number of bone transforms (up to 255)
Enables GPU vertex skinning for up to 255 bones with initial bone transforms, 0 by default.
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).
See also RenderableManager.setBonesAsMatrices() or RenderableManager.setBonesAsQuaternions(), which can be called on a per-frame basis to advance the animation.
Return
Builder reference for chaining calls.
Parameters
the number of bone transforms (up to 255)
the initial set of transforms (one for each bone)
Allows bones to be swapped out and shared using SkinningBuffer.
If skinning buffer mode is enabled, clients must call setSkinningBuffer() rather than setBonesAsMatrices() or setBonesAsQuaternions(). This allows sharing of data between renderables.
Return
Builder reference for chaining calls.
Parameters
the SkinningBuffer to use
the number of bone transforms (up to 255)
offset in the SkinningBuffer