Vulkan Schnee 0.0.1 (22840dc8)
High-performance rendering engine
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Engine::Assets::Authored::SkinAssetRef Struct Reference

Handle to skin binding data. More...

#include <AssetRefs.h>

Collaboration diagram for Engine::Assets::Authored::SkinAssetRef:

Public Attributes

std::string_view source
 Authored source path that declares the skin.
std::string_view skinName
 Skin name inside the source asset.

Detailed Description

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.

Member Data Documentation

◆ skinName

std::string_view Engine::Assets::Authored::SkinAssetRef::skinName

Skin name inside the source asset.

Definition at line 91 of file AssetRefs.h.

◆ source

std::string_view Engine::Assets::Authored::SkinAssetRef::source

Authored source path that declares the skin.

Definition at line 90 of file AssetRefs.h.


The documentation for this struct was generated from the following file:
  • /workspace/magerbeton/gl3-vulkan/code/Engine/include/Engine/Asset/AssetRefs.h