skinning

actual fun skinning(boneCount: Int): RenderableManager.Builder

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

boneCount

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


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

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

boneCount

the number of bone transforms (up to 255)

bones

the initial set of transforms (one for each bone)


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

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

skinningBuffer

the SkinningBuffer to use

boneCount

the number of bone transforms (up to 255)

offset

offset in the SkinningBuffer

expect fun skinning(boneCount: Int): RenderableManager.Builder

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

boneCount

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


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

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

boneCount

the number of bone transforms (up to 255)

bones

the initial set of transforms (one for each bone)


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

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

skinningBuffer

the SkinningBuffer to use

boneCount

the number of bone transforms (up to 255)

offset

offset in the SkinningBuffer

actual fun skinning(boneCount: Int): RenderableManager.Builder

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

boneCount

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


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

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

boneCount

the number of bone transforms (up to 255)

bones

the initial set of transforms (one for each bone)


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

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

skinningBuffer

the SkinningBuffer to use

boneCount

the number of bone transforms (up to 255)

offset

offset in the SkinningBuffer

actual fun skinning(boneCount: Int): RenderableManager.Builder

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

boneCount

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


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

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

boneCount

the number of bone transforms (up to 255)

bones

the initial set of transforms (one for each bone)


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

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

skinningBuffer

the SkinningBuffer to use

boneCount

the number of bone transforms (up to 255)

offset

offset in the SkinningBuffer

actual fun skinning(boneCount: Int): RenderableManager.Builder

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

boneCount

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


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

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

boneCount

the number of bone transforms (up to 255)

bones

the initial set of transforms (one for each bone)


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

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

skinningBuffer

the SkinningBuffer to use

boneCount

the number of bone transforms (up to 255)

offset

offset in the SkinningBuffer