Vertex format attribute structure. More...
#include <spVertexFormat.hpp>
Public Member Functions | |
SVertexAttribute () | |
SVertexAttribute (s32 InitSize, const io::stringc InitName="", const ERendererDataTypes InitType=DATATYPE_FLOAT, bool DefaultSetting=true, bool InitNormalize=false) | |
~SVertexAttribute () | |
Public Attributes | |
s32 | Size |
Count of components (1, 2, 3 or 4). | |
s32 | Offset |
Offset for each vertex in bytes. Don't write this manually! | |
ERendererDataTypes | Type |
Data type (float, integer etc.). | |
io::stringc | Name |
Attribute name. Should be the same name as in the vertex shader - if it's used. | |
bool | Normalize |
If true, the attribute will be normalized. | |
bool | hasDefaultSetting |
bool | isReference |
Normally false. Only true when a universal attribute links to this attribute. |
Vertex format attribute structure.
sp::video::SVertexAttribute::SVertexAttribute | ( | ) | [inline] |
sp::video::SVertexAttribute::SVertexAttribute | ( | s32 | InitSize, | |
const io::stringc | InitName = "" , |
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const ERendererDataTypes | InitType = DATATYPE_FLOAT , |
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bool | DefaultSetting = true , |
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bool | InitNormalize = false | |||
) | [inline] |
sp::video::SVertexAttribute::~SVertexAttribute | ( | ) | [inline] |
Normally false. Only true when a universal attribute links to this attribute.
Attribute name. Should be the same name as in the vertex shader - if it's used.
If true, the attribute will be normalized.
Offset for each vertex in bytes. Don't write this manually!
Count of components (1, 2, 3 or 4).
Data type (float, integer etc.).