Oxygen Engine
Modern C++ 3D Engine using OpenGL
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#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) |
Vertex for deformable meshes
glm::vec3 oe::scene::SkinnedVertex::bitangent = glm::vec3(0.0) |
surface bitangent
glm::ivec4 oe::scene::SkinnedVertex::bones = glm::ivec4(0) |
Bone ids impacting vertex deformation
glm::vec2 oe::scene::SkinnedVertex::lm_coords = glm::vec2(0.0) |
Secondary texture coordinates, could be used as lightmap coords
glm::vec3 oe::scene::SkinnedVertex::normal = glm::vec3(0.0) |
Surface normal
glm::vec3 oe::scene::SkinnedVertex::position = glm::vec3(0.0) |
Vertex position
glm::vec3 oe::scene::SkinnedVertex::tangent = glm::vec3(0.0) |
Surface tangent
glm::vec2 oe::scene::SkinnedVertex::tex_coords = glm::vec2(0.0) |
Texture coordinates
glm::vec4 oe::scene::SkinnedVertex::weights = glm::vec4(0.0) |
Bone ratio impacting vertex deformation