MESH_FLAGS_VISIBILITY_RANGE_INDEX_BITS
#
const
MESH_FLAGS_VISIBILITY_RANGE_INDEX_BITS:
u32
=
(1u << 16u) - 1u
MESH_FLAGS_AABB_BASED_VISIBILITY_RANGE_BIT
#
const
MESH_FLAGS_AABB_BASED_VISIBILITY_RANGE_BIT:
u32
=
1u << 27u
MESH_FLAGS_NO_FRUSTUM_CULLING_BIT
#
const
MESH_FLAGS_NO_FRUSTUM_CULLING_BIT:
u32
=
1u << 28u
MESH_FLAGS_SHADOW_RECEIVER_BIT
#
const
MESH_FLAGS_SHADOW_RECEIVER_BIT:
u32
=
1u << 29u
MESH_FLAGS_TRANSMITTED_SHADOW_RECEIVER_BIT
#
const
MESH_FLAGS_TRANSMITTED_SHADOW_RECEIVER_BIT:
u32
=
1u << 30u
MESH_FLAGS_SIGN_DETERMINANT_MODEL_3X3_BIT
#
const
MESH_FLAGS_SIGN_DETERMINANT_MODEL_3X3_BIT:
u32
=
1u << 31u
Mesh
#
struct
Mesh
{
local_from_world_transpose_b:
f32
,
first_vertex_index:
u32
,
current_skin_index:
u32
,
material_and_lightmap_bind_group_slot:
u32
,
morph_descriptor_index:
u32
,
}
SkinnedMesh
#
MorphWeights
#
MorphDescriptor
#
struct
MorphDescriptor
{
current_weights_offset:
u32
,
prev_weights_offset:
u32
,
}
MorphAttributes
#
struct
MorphAttributes
{
}
Contents