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    Define a MeshDescriptor object, which helps creating a LitMesh and its shaders based on the various properties.

    interface MeshDescriptor {
        parameters: LitMeshParameters;
        parent: Object3D;
        texturesDescriptors: ShaderTextureDescriptor[];
        nodes: Object3D[];
        scenes: SceneDescriptor[];
        extensionsUsed: GLTFExtensionsUsed;
        variantName?: string;
        alternateDescriptors?: Map<string, MeshDescriptor>;
        alternateMaterials?: Map<string, RenderMaterial>;
    }
    Index

    Properties

    parameters: LitMeshParameters

    ProjectedMeshParameters used to create the LitMesh.

    parent: Object3D

    LitMesh parent Object3D.

    texturesDescriptors: ShaderTextureDescriptor[]

    Array of ShaderTextureDescriptor defining the available textures and corresponding sampler names. Useful to build custom shaders from scratch.

    nodes: Object3D[]

    All the Geometry instances Object3D nodes used to calculate the eventual instances world and normal matrices.

    scenes: SceneDescriptor[]

    Eventual scene to which the MeshDescriptor belongs.

    extensionsUsed: GLTFExtensionsUsed

    GLTFExtensionsUsed that should be used when creating the shaders.

    variantName?: string

    Name of the MeshDescriptor variant. Default to Default.

    alternateDescriptors?: Map<string, MeshDescriptor>

    Optional alternate Map of MeshDescriptor variants using variant names.

    alternateMaterials?: Map<string, RenderMaterial>

    Optional alternate Map of RenderMaterial variants using variant names.