|
Vulkan Schnee 0.0.1 (22840dc8)
High-performance rendering engine
|
Handle to skin binding data. More...
#include <AssetRefs.h>
Public Attributes | |
| std::string_view | source |
| Authored source path that declares the skin. | |
| std::string_view | skinName |
| Skin name inside the source asset. | |
Handle to skin binding data.
A skin connects mesh vertices to skeleton joints and stores data such as inverse bind matrices. It is separate from SkeletonHandle because multiple skins can reference the same skeleton with different mesh bindings.
Definition at line 88 of file AssetRefs.h.
| std::string_view Engine::Assets::Authored::SkinAssetRef::skinName |
Skin name inside the source asset.
Definition at line 91 of file AssetRefs.h.
| std::string_view Engine::Assets::Authored::SkinAssetRef::source |
Authored source path that declares the skin.
Definition at line 90 of file AssetRefs.h.