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[1 introduction] [2 overview] [3 reference] [4 GUI] IndexE3dVertexNodes_New E3dVertexNodeAttribute_Add E3dVertexNodeAttribute_Offset E3dVertexNodeAttribute_GetIndex E3dVertexNodes_NewAllocate VertexNodesSyntax Arguments Description Allocates VertexNodes for the given Polygon. For performance reasons, the VertexNodes will not be initialized. It's up to the caller to do that. Return value A pointer to the allocated array of VertexNodes or NULL in case of an error See also E3dVertexNodeAttribute_AddAdd a Vertex attribute to a listSyntax Arguments Description Adds a vertex attribute, such as normals, or texture coordinates. The most common use is adding a vertex attribute to a PolyGroup. For example: E3dVertexNodeAttribute_Add(&LPolyGroup->VertexAttributes, E3dVtxAttribute_Normal, 0, NULL, NULL); By default, PolyGroups don't have vertex normals, to save memory on potentially large Meshes. All renderers will use the Polygon normals, in this case. To add normals, this function should be called like shown above, or you can simply use E3dPolyGroup_VertexAttributeAdd() If PCustomAttr is NULL, a built-in attribute is assumed, such as: - E3dVtxAttribute_Normal - E3dVtxAttribute_Color - E3dVtxAttribute_ST - E3dVtxAttribute_UV - E3dVtxAttribute_Tangent Return value E_SUCCESS if successful, E_NOTHING_TO_DO if the VertexAttribute already exists See also E3dVertexNodeAttribute_OffsetCompute offset of a VertexNode attribute, specified by semantic and indexSyntax Arguments Description Returns the byte offset of the given VertexAttribute. Return value None. E3dVertexNodeAttribute_GetIndexCompute the index of a VertexNode attribute, specified by semantic and indexSyntax Arguments Description Returns the index of the given VertexAttribute in PList. For example, if there's a position attribute, a normal and 3 texture coordinate sets, this will return an index of 3 (2 + 1): E3dVertexNodeAttribute_GetIndex(List, E3dVtxAttribute_ST, 1); Return value None. |