Builder
The Builder is used to construct an immutable surface orientation helper.
Clients provide pointers into their own data, which is synchronously consumed during build(). At a minimum, clients must supply a vertex count. They can supply data in any of the following combinations:
normals only ........................... not recommended, selects arbitrary orientation
normals + tangents ..................... sign of W determines bitangent orientation
normals + uvs + positions + indices .... selects Lengyel's Method
positions + indices .................... generates normals for flat shading only
Additionally, the client-side data has the following type constraints:
Normals must be 3-element float arrays
Tangents must be 4-element float arrays
UVs must be 2-element float arrays
Positions must be 3-element float arrays
Triangles must be 3-element index arrays (ushort or uint)
Currently, mikktspace is not supported because it requires re-indexing the mesh. Instead we use the method described by Eric Lengyel in "Foundations of Game Engine Development" (Volume 2, Chapter 7).
The Builder is used to construct an immutable surface orientation helper.
Clients provide pointers into their own data, which is synchronously consumed during build(). At a minimum, clients must supply a vertex count. They can supply data in any of the following combinations:
normals only ........................... not recommended, selects arbitrary orientation
normals + tangents ..................... sign of W determines bitangent orientation
normals + uvs + positions + indices .... selects Lengyel's Method
positions + indices .................... generates normals for flat shading only
Additionally, the client-side data has the following type constraints:
Normals must be 3-element float arrays
Tangents must be 4-element float arrays
UVs must be 2-element float arrays
Positions must be 3-element float arrays
Triangles must be 3-element index arrays (ushort or uint)
Currently, mikktspace is not supported because it requires re-indexing the mesh. Instead we use the method described by Eric Lengyel in "Foundations of Game Engine Development" (Volume 2, Chapter 7).
The Builder is used to construct an immutable surface orientation helper.
Clients provide pointers into their own data, which is synchronously consumed during build(). At a minimum, clients must supply a vertex count. They can supply data in any of the following combinations:
normals only ........................... not recommended, selects arbitrary orientation
normals + tangents ..................... sign of W determines bitangent orientation
normals + uvs + positions + indices .... selects Lengyel's Method
positions + indices .................... generates normals for flat shading only
Additionally, the client-side data has the following type constraints:
Normals must be 3-element float arrays
Tangents must be 4-element float arrays
UVs must be 2-element float arrays
Positions must be 3-element float arrays
Triangles must be 3-element index arrays (ushort or uint)
Currently, mikktspace is not supported because it requires re-indexing the mesh. Instead we use the method described by Eric Lengyel in "Foundations of Game Engine Development" (Volume 2, Chapter 7).
The Builder is used to construct an immutable surface orientation helper.
Clients provide pointers into their own data, which is synchronously consumed during build(). At a minimum, clients must supply a vertex count. They can supply data in any of the following combinations:
normals only ........................... not recommended, selects arbitrary orientation
normals + tangents ..................... sign of W determines bitangent orientation
normals + uvs + positions + indices .... selects Lengyel's Method
positions + indices .................... generates normals for flat shading only
Additionally, the client-side data has the following type constraints:
Normals must be 3-element float arrays
Tangents must be 4-element float arrays
UVs must be 2-element float arrays
Positions must be 3-element float arrays
Triangles must be 3-element index arrays (ushort or uint)
Currently, mikktspace is not supported because it requires re-indexing the mesh. Instead we use the method described by Eric Lengyel in "Foundations of Game Engine Development" (Volume 2, Chapter 7).
The Builder is used to construct an immutable surface orientation helper.
Clients provide pointers into their own data, which is synchronously consumed during build(). At a minimum, clients must supply a vertex count. They can supply data in any of the following combinations:
normals only ........................... not recommended, selects arbitrary orientation
normals + tangents ..................... sign of W determines bitangent orientation
normals + uvs + positions + indices .... selects Lengyel's Method
positions + indices .................... generates normals for flat shading only
Additionally, the client-side data has the following type constraints:
Normals must be 3-element float arrays
Tangents must be 4-element float arrays
UVs must be 2-element float arrays
Positions must be 3-element float arrays
Triangles must be 3-element index arrays (ushort or uint)
Currently, mikktspace is not supported because it requires re-indexing the mesh. Instead we use the method described by Eric Lengyel in "Foundations of Game Engine Development" (Volume 2, Chapter 7).
Constructors
Functions
Generates quaternions or returns null if the submitted data is an incomplete combination.
Generates quaternions or returns null if the submitted data is an incomplete combination.
Generates quaternions or returns null if the submitted data is an incomplete combination.
Generates quaternions or returns null if the submitted data is an incomplete combination.
Generates quaternions or returns null if the submitted data is an incomplete combination.
Specifies the vertex normals. Stride is the byte offset between consecutive normals.
Specifies the vertex normals. Stride is the byte offset between consecutive normals.
Specifies the vertex normals. Stride is the byte offset between consecutive normals.
Specifies the vertex normals. Stride is the byte offset between consecutive normals.
Specifies the vertex normals. Stride is the byte offset between consecutive normals.
Specifies the vertex positions. Stride is the byte offset between consecutive positions.
Specifies the vertex positions. Stride is the byte offset between consecutive positions.
Specifies the vertex positions. Stride is the byte offset between consecutive positions.
Specifies the vertex positions. Stride is the byte offset between consecutive positions.
Specifies the vertex positions. Stride is the byte offset between consecutive positions.
Specifies the vertex tangents. Stride is the byte offset between consecutive tangents.
Specifies the vertex tangents. Stride is the byte offset between consecutive tangents.
Specifies the vertex tangents. Stride is the byte offset between consecutive tangents.
Specifies the vertex tangents. Stride is the byte offset between consecutive tangents.
Specifies the vertex tangents. Stride is the byte offset between consecutive tangents.
Specifies the number of triangles in the mesh.
Specifies the number of triangles in the mesh.
Specifies the number of triangles in the mesh.
Specifies the number of triangles in the mesh.
Specifies the number of triangles in the mesh.
Specifies 16-bit triangle indices.
Specifies 16-bit triangle indices.
Specifies 16-bit triangle indices.
Specifies 16-bit triangle indices.
Specifies 16-bit triangle indices.
Specifies 32-bit triangle indices.
Specifies 32-bit triangle indices.
Specifies 32-bit triangle indices.
Specifies 32-bit triangle indices.
Specifies 32-bit triangle indices.
Specifies the vertex texture coordinates. Stride is the byte offset between consecutive UVs.
Specifies the vertex texture coordinates. Stride is the byte offset between consecutive UVs.
Specifies the vertex texture coordinates. Stride is the byte offset between consecutive UVs.
Specifies the vertex texture coordinates. Stride is the byte offset between consecutive UVs.
Specifies the vertex texture coordinates. Stride is the byte offset between consecutive UVs.
Specifies the vertex count. This attribute is required.
Specifies the vertex count. This attribute is required.
Specifies the vertex count. This attribute is required.
Specifies the vertex count. This attribute is required.
Specifies the vertex count. This attribute is required.