ezEngine Release 26.3
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ezSkinningState Struct Reference

Manages the skinning state for an animated mesh. More...

#include <SkinnedMeshRenderData.h>

Public Member Functions

void Clear ()
 
ezArrayPtr< ezShaderTransformGetOrCreateBoneTransformsForWriting (ezComponent &ref_ownerComponent, ezUInt32 uiNumBones)
 Returns a writable array of bone transforms, allocating or reallocating the buffer as needed. Note that existing data is lost on reallocation.
 
ezArrayPtr< const ezShaderTransformGetBoneTransformsForReading () const
 
bool HasBoneTransforms () const
 

Public Attributes

ezCustomInstanceDataOffset m_DataOffset
 
ezUInt32 m_uiNumBones = 0
 
ezWorldm_pWorld = nullptr
 

Detailed Description

Manages the skinning state for an animated mesh.

Wraps around the ezRenderDataManager functions to manage skinning data for skinned meshes.


The documentation for this struct was generated from the following files: