29 glm::vec4
tangent = glm::vec4(0.0f, 0.0f, 0.0f, 1.0f);
34static_assert(
sizeof(
Vertex) == 64,
"Vertex struct size mismatch");
53static_assert(
sizeof(
BoneVertexData) == 32,
"BoneVertexData struct size mismatch");
Per-vertex bone influence data for skeletal mesh skinning.
glm::uvec4 jointIndices
4 bone indices (16 bytes)
glm::vec4 jointWeights
4 bone weights (16 bytes)
The fundamental building block of all meshes in this engine.
glm::vec2 lightmapUvCoordinate
Lightmap texture coordinates.
glm::vec4 normal
xyz = normal, w = unused.
Vertex(glm::vec3 pos)
Creates a vertex with only the position initialized.
glm::vec4 tangent
xyz = tangent, w = handedness (+1/-1).
glm::vec4 position
xyz = position, w = unused.
glm::vec2 textureCoordinate
Primary texture coordinates.
Vertex()=default
Creates a zero-initialized vertex.