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Vulkan Schnee 0.0.1
High-performance rendering engine
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Per-vertex bone influence data for skeletal mesh skinning. More...
#include <Vertex.h>
Public Attributes | |
| glm::uvec4 | jointIndices = glm::uvec4(0) |
| 4 bone indices (16 bytes) | |
| glm::vec4 | jointWeights = glm::vec4(0.0f) |
| 4 bone weights (16 bytes) | |
Per-vertex bone influence data for skeletal mesh skinning.
Stored in a parallel buffer alongside the Vertex buffer to avoid bloating the Vertex struct (which stays 64B for static meshes). Up to 4 bone influences per vertex (standard glTF skinning).
Layout matches GLSL std430 (32 bytes, naturally aligned).
| glm::uvec4 BoneVertexData::jointIndices = glm::uvec4(0) |
| glm::vec4 BoneVertexData::jointWeights = glm::vec4(0.0f) |