setBonesAsQuaternions
Updates bone transforms in the range [offset, offset + boneCount) using quaternion+translation format.
Each bone is specified as a quaternion (4 floats: x, y, z, w) followed by a translation (3 floats: x, y, z). This format is more compact than 4x4 matrices (7 floats per bone vs 16).
Parameters
The engine
Array of quaternions and translations (7 floats per bone: qx, qy, qz, qw, tx, ty, tz)
Number of bones to set
Offset in elements (not bytes) in the SkinningBuffer (default: 0)
Updates bone transforms in the range [offset, offset + boneCount) using quaternion+translation format.
Each bone is specified as a quaternion (4 floats: x, y, z, w) followed by a translation (3 floats: x, y, z). This format is more compact than 4x4 matrices (7 floats per bone vs 16).
Parameters
The engine
Array of quaternions and translations (7 floats per bone: qx, qy, qz, qw, tx, ty, tz)
Number of bones to set
Offset in elements (not bytes) in the SkinningBuffer (default: 0)
Updates bone transforms in the range [offset, offset + boneCount) using quaternion+translation format.
Each bone is specified as a quaternion (4 floats: x, y, z, w) followed by a translation (3 floats: x, y, z). This format is more compact than 4x4 matrices (7 floats per bone vs 16).
Parameters
The engine
Array of quaternions and translations (7 floats per bone: qx, qy, qz, qw, tx, ty, tz)
Number of bones to set
Offset in elements (not bytes) in the SkinningBuffer (default: 0)
Updates bone transforms in the range [offset, offset + boneCount) using quaternion+translation format.
Each bone is specified as a quaternion (4 floats: x, y, z, w) followed by a translation (3 floats: x, y, z). This format is more compact than 4x4 matrices (7 floats per bone vs 16).
Parameters
The engine
Array of quaternions and translations (7 floats per bone: qx, qy, qz, qw, tx, ty, tz)
Number of bones to set
Offset in elements (not bytes) in the SkinningBuffer (default: 0)
Updates bone transforms in the range [offset, offset + boneCount) using quaternion+translation format.
Each bone is specified as a quaternion (4 floats: x, y, z, w) followed by a translation (3 floats: x, y, z). This format is more compact than 4x4 matrices (7 floats per bone vs 16).
Parameters
The engine
Array of quaternions and translations (7 floats per bone: qx, qy, qz, qw, tx, ty, tz)
Number of bones to set
Offset in elements (not bytes) in the SkinningBuffer (default: 0)