Input layout semantic for mesh vertex streams, used to identify the purpose of a vertex stream and how it should be interpreted by the renderer.
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#include <MeshBufferResource.h>
|
| enum | Enum : StorageType {
Position = 0U
, Normal
, Tangent
, TexCoord0
,
TexCoord1
, Color0
, BoneIndices0
, BoneWeights0
,
Custom0
, Custom1
, Custom2
, Custom3
,
ENUM_COUNT
, Default = Position
} |
|
using | StorageType = xiiUInt8 |
Input layout semantic for mesh vertex streams, used to identify the purpose of a vertex stream and how it should be interpreted by the renderer.
◆ Enum
| Enumerator |
|---|
| Position | The vertex position stream, expected to be present in all meshes.
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| Normal | The vertex normal stream, used for lighting calculations and expected to be present in most meshes.
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| Tangent | The vertex tangent stream, used for normal mapping and expected to be present in most meshes.
|
| TexCoord0 | The first vertex texture coordinate stream, used for UV mapping and expected to be present in most meshes.
|
| TexCoord1 | The second vertex texture coordinate stream, used for lightmaps or additional UV sets and expected to be present in some meshes.
|
| Color0 | The vertex color stream, used for vertex coloring and expected to be present in some meshes.
|
| BoneIndices0 | The vertex bone index stream, used for skinning and expected to be present in skinned meshes.
|
| BoneWeights0 | The vertex bone weight stream, used for skinning and expected to be present in skinned meshes.
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| Custom0 | Custom vertex stream semantic, used for user-defined vertex data and may be present in any mesh.
|
| Custom1 | Custom vertex stream semantic, used for user-defined vertex data and may be present in any mesh.
|
| Custom2 | Custom vertex stream semantic, used for user-defined vertex data and may be present in any mesh.
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| Custom3 | Custom vertex stream semantic, used for user-defined vertex data and may be present in any mesh.
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The documentation for this struct was generated from the following file: