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eve::asset_graphics::LoadedGraphicsMesh结构体 参考

Successfully uploaded backend mesh and the selected package variant. 更多...

#include <EvpackGraphicsLoader.h>

Public 属性

AssetRef asset
 
graphics::Mesh * mesh = nullptr
 
asset::EvpackVariantSelection variant
 
std::uint32_t texcoordSet = 0
 Explicit UV channel projected into the backend single-UV vertex stream.
 
std::vector< std::uint32_t > availableTexcoordSets
 Available source UV channels, validated before upload.
 
std::map< std::string, asset::CanonicalMeshAttribute > attributes
 Detached owning authoring streams; retained for deformation and material adapters. These CPU values outlive archive staging and are not implicitly consumed by the PBR shader.
 

详细描述

Successfully uploaded backend mesh and the selected package variant.

在文件 EvpackGraphicsLoader.h 第 19 行定义.

类成员变量说明

◆ asset

AssetRef eve::asset_graphics::LoadedGraphicsMesh::asset

在文件 EvpackGraphicsLoader.h 第 20 行定义.

◆ attributes

std::map<std::string, asset::CanonicalMeshAttribute> eve::asset_graphics::LoadedGraphicsMesh::attributes

Detached owning authoring streams; retained for deformation and material adapters. These CPU values outlive archive staging and are not implicitly consumed by the PBR shader.

在文件 EvpackGraphicsLoader.h 第 31 行定义.

◆ availableTexcoordSets

std::vector<std::uint32_t> eve::asset_graphics::LoadedGraphicsMesh::availableTexcoordSets

Available source UV channels, validated before upload.

在文件 EvpackGraphicsLoader.h 第 26 行定义.

◆ mesh

graphics::Mesh* eve::asset_graphics::LoadedGraphicsMesh::mesh = nullptr

在文件 EvpackGraphicsLoader.h 第 21 行定义.

◆ texcoordSet

std::uint32_t eve::asset_graphics::LoadedGraphicsMesh::texcoordSet = 0

Explicit UV channel projected into the backend single-UV vertex stream.

在文件 EvpackGraphicsLoader.h 第 24 行定义.

◆ variant

asset::EvpackVariantSelection eve::asset_graphics::LoadedGraphicsMesh::variant

在文件 EvpackGraphicsLoader.h 第 22 行定义.


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