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Foundation
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#include <Mesh.hpp>
4-byte aligned. Allocated in the Const buffer in the GPUScene VirtualAllocation fields are unused in the shaders.
| uint32_t ModelViewer::MeshAllocation::lodCount |
| MeshLodAllocation ModelViewer::MeshAllocation::lods[kMaxSceneMeshLodCount] |
| VirtualAllocation ModelViewer::MeshAllocation::self {kInvalidVirtualAllocation} |
| uint32_t ModelViewer::MeshAllocation::selfRawOffset |
| uint32_t ModelViewer::MeshAllocation::vertexCount |
| uint32_t ModelViewer::MeshAllocation::vertexRawOffset |
| VirtualAllocation ModelViewer::MeshAllocation::vertices {kInvalidVirtualAllocation} |