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◆ CoordinateSystem()
◆ PackUnitCircleSnorm()
| float PackUnitCircleSnorm |
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float2 |
v | ) |
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◆ PackUnitOctahedralSnorm()
◆ RecomputeNormals()
| void RecomputeNormals |
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Span< FVertex > |
verts, |
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Span< const uint32_t > |
indices |
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) |
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Recomputes smooth per-vertex normals from positions over an indexed triangle list.
Area-weighted face-normal accumulation, then normalize. Needed after POSITION-only morph deformation (which moves vertices without supplying normals); run it on the morphed vertices before packing/skinning so shading matches the deformed surface. Tangents are left as-is (re-projected onto the new normal frame by FQVertex::PackTBN).
◆ UnpackUnitCircleSnorm()
| float2 UnpackUnitCircleSnorm |
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float |
v | ) |
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◆ UnpackUnitOctahedralSnorm()
◆ kMeshletMaxTriangles
| constexpr uint32_t kMeshletMaxTriangles = 96 |
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constexpr |
◆ kMeshletMaxVertices
| constexpr uint32_t kMeshletMaxVertices = 64 |
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constexpr |