Oxygen Engine
Modern C++ 3D Engine using OpenGL
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oe::scene::SkinnedVertex Struct Reference

#include <OxygenEngine/scene/vertex.h>

Public Member Functions

bool operator== (const SkinnedVertex &other) const
 

Public Attributes

glm::vec3 position = glm::vec3(0.0)
 
glm::vec2 tex_coords = glm::vec2(0.0)
 
glm::vec2 lm_coords = glm::vec2(0.0)
 
glm::vec3 normal = glm::vec3(0.0)
 
glm::vec3 tangent = glm::vec3(0.0)
 
glm::vec3 bitangent = glm::vec3(0.0)
 
glm::ivec4 bones = glm::ivec4(0)
 
glm::vec4 weights = glm::vec4(0.0)
 

Detailed Description

Vertex for deformable meshes

Member Data Documentation

◆ bitangent

glm::vec3 oe::scene::SkinnedVertex::bitangent = glm::vec3(0.0)

surface bitangent

Note
Needed for displacement mapping

◆ bones

glm::ivec4 oe::scene::SkinnedVertex::bones = glm::ivec4(0)

Bone ids impacting vertex deformation

◆ lm_coords

glm::vec2 oe::scene::SkinnedVertex::lm_coords = glm::vec2(0.0)

Secondary texture coordinates, could be used as lightmap coords

◆ normal

glm::vec3 oe::scene::SkinnedVertex::normal = glm::vec3(0.0)

Surface normal

◆ position

glm::vec3 oe::scene::SkinnedVertex::position = glm::vec3(0.0)

Vertex position

◆ tangent

glm::vec3 oe::scene::SkinnedVertex::tangent = glm::vec3(0.0)

Surface tangent

◆ tex_coords

glm::vec2 oe::scene::SkinnedVertex::tex_coords = glm::vec2(0.0)

Texture coordinates

◆ weights

glm::vec4 oe::scene::SkinnedVertex::weights = glm::vec4(0.0)

Bone ratio impacting vertex deformation


The documentation for this struct was generated from the following file: