GLTFMesh.h
Last update: 17.04.2023 42 };
50 };
58 };
Attributes define the per element index values for elements defined by Index.
Definition: GLTFAttribute.h:32
Materials describe how primitives are rendered.
Definition: GLTFMaterial.h:30
Meshes define the renderable objects that can be added to a node.
Definition: GLTFMesh.h:104
virtual bool AppendPrimitive(Primitive *primitive)=0
virtual unsigned int NumPrimitives() const =0
virtual Mesh * Mirror()=0
static Mesh * Create(GLTF *gltf)
Primitives are the renderable parts of meshes.
Definition: GLTFMesh.h:30
@ PT_LINE_STRIP
Draws a connected group of line segments from the first vertex to the last.
Definition: GLTFMesh.h:38
@ PT_TRIANGLE_FAN
Draws a connected group of triangles. One triangle is defined for each vertex presented after the fir...
Definition: GLTFMesh.h:41
@ PT_LINE_LOOP
Draws a connected group of line segments from the first vertex to the last, then back to the first.
Definition: GLTFMesh.h:37
@ PT_TRIANGLE_STRIP
Draws a connected group of triangles. One triangle is defined for each vertex presented after the fir...
Definition: GLTFMesh.h:40
static Primitive * Create(GLTF *gltf, PrimitiveType type, Material *material, Index *indices=0, bool isPickable=true)
PrimitiveYAttachment
Definition: GLTFMesh.h:53
PrimitiveXAttachment
Definition: GLTFMesh.h:45
virtual bool AppendAttribute(Attribute *attribute)=0
static Primitive * Create2DTexture(GLTF *gltf, Texture *texture, float width, float height, PrimitiveXAttachment xAttach=PXA_LEFT, PrimitiveYAttachment yAttach=PYA_CENTER)
static Primitive * Create2DTexture(GLTF *gltf, Texture *texture, float width, float height, float x=0, float y=0)
virtual Primitive * Mirror()=0
Textures are images that can be used to color a primitive.
Definition: GLTFTexture.h:28