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Vulkan Schnee 0.0.1
High-performance rendering engine
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Stores computed bone matrices for GPU upload. More...
#include <EcsData.h>
Public Attributes | |
| std::vector< glm::mat4 > | boneMatrices |
| Final skinning matrices (globalTransform * inverseBindMatrix) | |
| uint32_t | gpuBoneMatrixOffset = 0 |
| Offset in GPU bone matrix buffer. | |
Stores computed bone matrices for GPU upload.
Updated each frame by the animation system. The gpuBoneMatrixOffset is set by RenderingDataManager when allocating space in the bone matrix buffer.
| std::vector<glm::mat4> Engine::Ecs::ComputedBoneTransforms::boneMatrices |
| uint32_t Engine::Ecs::ComputedBoneTransforms::gpuBoneMatrixOffset = 0 |