MeshInstancedVertexShader class final

mesh_skinned.vert: the mesh stage with a joint blend in front of it.

The skinned layout is the standard one with joints and weights appended, so the first sixteen floats are read at the same offsets as mesh.vert reads them. mesh_instanced.vert: the standard mesh, placed by a per-instance affine transform and tinted by a per-instance colour.

The assembled attributes are slot 0's sixteen floats and then slot 1's sixteen — three rows of the transform and the colour — in the order cpu_vertex_fetch.dart says: every attribute of slot 0, then every attribute of slot 1.

Inheritance

Constructors

MeshInstancedVertexShader()
const

Properties

hashCode → int
The hash code for this object.
no setterinherited
runtimeType → Type
A representation of the runtime type of the object.
no setterinherited
varyingCount → int
How many floats of varying this stage writes, so the rasteriser knows how much to interpolate.
no setteroverride

Methods

noSuchMethod(Invocation invocation) → dynamic
Invoked when a nonexistent method or property is accessed.
inherited
run(Float32List a, ShaderBindings bindings, Float32List out) → Vector4
Reads attributes — the vertex, as the engine laid it out — and writes a clip-space position plus varyings.
override
runAt(int vertexIndex, int instanceIndex, Float32List a, ShaderBindings bindings, Float32List out) → Vector4
The same as CpuVertexShader.run, plus the vertex's and the instance's own indices.
override
toString() → String
A string representation of this object.
inherited

Operators

operator ==(Object other) → bool
The equality operator.
inherited