MeshSkinnedVertexShader class final

Inheritance

Constructors

MeshSkinnedVertexShader()
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

Static Methods

jointIndex(double joint) → int
JointIndex in mesh_skinned.vert and velocity_skinned.vert: joint truncated and kept inside the palette, so a JOINTS_0 value past the end reads the last (padding) slot, as the GPU does.

Constants

maxJoints → const int
The palette size, kMaxJoints in the skinned shaders.