载入中...
搜索中...
未找到
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.
该结构体的文档由以下文件生成:
- src/modules/asset/graphics/EvpackGraphicsLoader.h