public static enum VertexBuffer.Type extends java.lang.Enum<VertexBuffer.Type>
Enum Constant and Description |
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BindPoseNormal
Initial vertex normals, used with animation.
|
BindPosePosition
Initial vertex position, used with animation.
|
BindPoseTangent
Initial vertex tangents, used with animation.
|
Binormal
Binormal vector, normalized (3 floats, optional)
|
BoneIndex
Bone indices, used with animation (4 ubytes).
|
BoneWeight
Bone weights, used with animation (4 floats).
|
Color
Color and Alpha (4 floats)
|
HWBoneIndex
Bone indices, used with animation (4 ubytes).
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HWBoneWeight
Bone weights, used with animation (4 floats).
|
Index
Specifies the index buffer, must contain integer data
(ubyte, ushort, or uint).
|
InstanceData
Information about this instance.
|
InterleavedData
Specifies the source data for various vertex buffers
when interleaving is used.
|
MorphTarget0
Morph animations targets.
|
MorphTarget1 |
MorphTarget10 |
MorphTarget11 |
MorphTarget12 |
MorphTarget13 |
MorphTarget2 |
MorphTarget3 |
MorphTarget4 |
MorphTarget5 |
MorphTarget6 |
MorphTarget7 |
MorphTarget8 |
MorphTarget9 |
Normal
Normal vector, normalized (3 floats).
|
Position
Position of the vertex (3 floats)
|
Reserved0
Deprecated.
|
Size
The size of the point when using point buffers (float).
|
Tangent
Tangent vector, normalized (4 floats) (x,y,z,w).
|
TexCoord
Texture coordinate (2 float)
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TexCoord2
Texture coordinate #2
|
TexCoord3
Texture coordinate #3
|
TexCoord4
Texture coordinate #4
|
TexCoord5
Texture coordinate #5
|
TexCoord6
Texture coordinate #6
|
TexCoord7
Texture coordinate #7
|
TexCoord8
Texture coordinate #8
|
Modifier and Type | Method and Description |
---|---|
static VertexBuffer.Type |
valueOf(java.lang.String name)
Returns the enum constant of this type with the specified name.
|
static VertexBuffer.Type[] |
values()
Returns an array containing the constants of this enum type, in
the order they are declared.
|
public static final VertexBuffer.Type Position
public static final VertexBuffer.Type Size
public static final VertexBuffer.Type Normal
public static final VertexBuffer.Type TexCoord
public static final VertexBuffer.Type Color
public static final VertexBuffer.Type Tangent
public static final VertexBuffer.Type Binormal
public static final VertexBuffer.Type InterleavedData
@Deprecated public static final VertexBuffer.Type Reserved0
public static final VertexBuffer.Type Index
public static final VertexBuffer.Type BindPosePosition
Position
.
If used with software skinning, the usage should be
VertexBuffer.Usage.CpuOnly
, and the buffer should be allocated
on the heap.public static final VertexBuffer.Type BindPoseNormal
Normal
.
If used with software skinning, the usage should be
VertexBuffer.Usage.CpuOnly
, and the buffer should be allocated
on the heap.public static final VertexBuffer.Type BoneWeight
VertexBuffer.Usage.CpuOnly
, and the buffer should be allocated
on the heap.public static final VertexBuffer.Type BoneIndex
VertexBuffer.Usage.CpuOnly
, and the buffer should be allocated
on the heap as a ubytes buffer.public static final VertexBuffer.Type TexCoord2
public static final VertexBuffer.Type TexCoord3
public static final VertexBuffer.Type TexCoord4
public static final VertexBuffer.Type TexCoord5
public static final VertexBuffer.Type TexCoord6
public static final VertexBuffer.Type TexCoord7
public static final VertexBuffer.Type TexCoord8
public static final VertexBuffer.Type BindPoseTangent
Tangent
.
If used with software skinning, the usage should be
VertexBuffer.Usage.CpuOnly
, and the buffer should be allocated
on the heap.public static final VertexBuffer.Type HWBoneWeight
public static final VertexBuffer.Type HWBoneIndex
public static final VertexBuffer.Type InstanceData
VertexBuffer.Format.Float
and number of components
should be 16.public static final VertexBuffer.Type MorphTarget0
MorphTarget buffers are either POSITION, NORMAL or TANGENT buffers. So we can support up to 14 simultaneous POSITION targets 7 simultaneous POSITION and NORMAL targets 4 simultaneous POSITION, NORMAL and TANGENT targets.
Note that the MorphControl will find how many buffers can be supported for each mesh/material combination. Note that all buffers have 3 components (Vector3f) even the Tangent buffer that does not contain the w (handedness) component that will not be interpolated for morph animation.
Note that those buffers contain the difference between the base buffer (POSITION, NORMAL or TANGENT) and the target value So that you can interpolate with a MADD operation in the vertex shader position = weight * diffPosition + basePosition;
public static final VertexBuffer.Type MorphTarget1
public static final VertexBuffer.Type MorphTarget2
public static final VertexBuffer.Type MorphTarget3
public static final VertexBuffer.Type MorphTarget4
public static final VertexBuffer.Type MorphTarget5
public static final VertexBuffer.Type MorphTarget6
public static final VertexBuffer.Type MorphTarget7
public static final VertexBuffer.Type MorphTarget8
public static final VertexBuffer.Type MorphTarget9
public static final VertexBuffer.Type MorphTarget10
public static final VertexBuffer.Type MorphTarget11
public static final VertexBuffer.Type MorphTarget12
public static final VertexBuffer.Type MorphTarget13
public static VertexBuffer.Type[] values()
for (VertexBuffer.Type c : VertexBuffer.Type.values()) System.out.println(c);
public static VertexBuffer.Type valueOf(java.lang.String name)
name
- the name of the enum constant to be returned.java.lang.IllegalArgumentException
- if this enum type has no constant with the specified namejava.lang.NullPointerException
- if the argument is null