|
| glm::vec4 | position = glm::vec4(0.0f) |
| | xyz = position, w = unused.
|
| glm::vec4 | normal = glm::vec4(0.0f) |
| | xyz = normal, w = unused.
|
| glm::vec4 | tangent = glm::vec4(0.0f, 0.0f, 0.0f, 1.0f) |
| | xyz = tangent, w = handedness (+1/-1).
|
| glm::vec2 | textureCoordinate = glm::vec2(0.0f) |
| | Primary texture coordinates.
|
| glm::vec2 | lightmapUvCoordinate = glm::vec2(0.0f) |
| | Lightmap texture coordinates.
|
The fundamental building block of all meshes in this engine.
Layout matches GLSL std430. Uses vec4 for position/normal/tangent to avoid vec3 alignment issues (vec3 has 16-byte alignment in std430).
Size: 64 bytes (was 40 bytes before tangent addition)
- Date
- 2026-01-21 - Added tangent for normal mapping support
Definition at line 15 of file Vertex.h.