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Searched refs:meshIndex (Results 1 - 10 of 10) sorted by relevance

/foundation/graphic/graphic_3d/lume/Lume_3D/src/render/datastore/
H A Drender_data_store_default_material.cpp404 const uint32_t meshIndex = static_cast<uint32_t>(meshData_.size());
406 return meshIndex;
519 if (currSubmesh.meshIndex >= static_cast<uint32_t>(meshData_.size())) { in AddSubmesh()
520 CORE_LOG_W("invalid mesh index (%u) given", currSubmesh.meshIndex); in AddSubmesh()
521 currSubmesh.meshIndex = 0; in AddSubmesh()
/foundation/graphic/graphic_3d/lume/Lume_3D/api/3d/render/
H A Drender_data_defines_3d.h263 uint32_t meshIndex { RenderSceneDataConstants::INVALID_INDEX };
/foundation/graphic/graphic_3d/lume/Lume_3D/src/ecs/systems/
H A Drender_system.h178 uint32_t ProcessSubmesh(const MeshProcessData& mpd, const MeshComponent::Submesh& submesh, const uint32_t meshIndex,
H A Drender_system.cpp1420 const uint32_t meshIndex, const uint32_t subMeshIndex, const uint32_t skinJointIndex, const MinAndMax& mam, in ProcessSubmesh()
1433 renderSubmesh.meshIndex = meshIndex; in ProcessSubmesh()
1489 const uint32_t meshIndex = dsMaterial_->AddMeshData(rmd); in ProcessMesh() local
1530 auto materialIndex = ProcessSubmesh(mpd, submesh, meshIndex, subMeshIdx, skinIndex, mam, isMeshNegative); in ProcessMesh()
1419 ProcessSubmesh(const MeshProcessData& mpd, const MeshComponent::Submesh& submesh, const uint32_t meshIndex, const uint32_t subMeshIndex, const uint32_t skinJointIndex, const MinAndMax& mam, const bool isNegative) ProcessSubmesh() argument
/foundation/graphic/graphic_3d/lume/Lume_3D/src/gltf/
H A Dgltf2_exporter.cpp931 if (const auto [originalGltf, meshIndex] = in ExportGltfMeshes()
933 originalGltf && meshIndex < originalGltf->meshes.size()) { in ExportGltfMeshes()
938 auto const& originalPrimitives = originalGltf->meshes[meshIndex]->primitives; in ExportGltfMeshes()
2346 if (auto const meshIndex = FindOrAddIndex(usedMeshes, meshHandle); meshIndex < meshArray.size()) { in AttachMesh()
2347 exportNode.mesh = meshArray[meshIndex].get(); in AttachMesh()
H A Dgltf2_loader.cpp1957 size_t meshIndex;
1958 if (!ParseOptionalNumber<size_t>(loadResult, meshIndex, jsonData, "mesh", GLTF_INVALID_INDEX)) {
1962 if (meshIndex != GLTF_INVALID_INDEX) {
1963 if (meshIndex < loadResult.data->meshes.size()) {
1964 mesh = loadResult.data->meshes[meshIndex].get();
H A Dgltf2_importer.cpp1877 const size_t meshIndex = FindIndex(data.meshes, node.mesh); in CreateMesh() local
1878 if (meshIndex != GLTF2::GLTF_INVALID_INDEX && meshIndex < gltfResourceData.meshes.size()) { in CreateMesh()
1883 component->mesh = gltfResourceData.meshes[meshIndex]; in CreateMesh()
2062 size_t const meshIndex = FindIndex(data.meshes, node->mesh); in CreateMorphComponents() local
2063 if (meshIndex != GLTF2::GLTF_INVALID_INDEX && meshIndex < gltfResourceData.meshes.size()) { in CreateMorphComponents()
/foundation/graphic/graphic_3d/lume/Lume_3D/src/render/node/
H A Drender_node_default_depth_render_slot.cpp219 const uint32_t currMeshMatrixOffset = currSubmesh.meshIndex * UBO_BIND_OFFSET_ALIGNMENT; in RenderSubmeshes()
H A Drender_node_default_shadow_render_slot.cpp356 const uint32_t currMeshMatrixOffset = currSubmesh.meshIndex * CORE_MIN_UNIFORM_BUFFER_OFFSET_ALIGNMENT; in RenderSubmeshes()
H A Drender_node_default_material_render_slot.cpp358 const uint32_t currMeshMatrixOffset = currSubmesh.meshIndex * UBO_BIND_OFFSET_ALIGNMENT; in RenderSubmeshes()

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