Nameless Engine
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ne::MeshNode::MeshShaderConstants Struct Reference

#include <MeshNode.h>

Public Attributes

glm::mat4x4 worldMatrix = glm::identity<glm::mat4x4>()
 
glm::mat4x4 normalMatrix = glm::identity<glm::mat4x4>()
 

Detailed Description

Constants used by shaders.

Remarks
Should be exactly the same as constant buffer in shaders.

Member Data Documentation

◆ normalMatrix

glm::mat4x4 ne::MeshNode::MeshShaderConstants::normalMatrix = glm::identity<glm::mat4x4>()

3x3 matrix for transforming normals from model space to world space.

Remarks
Using 4x4 matrix for shader alignment/packing simplicity.

◆ worldMatrix

glm::mat4x4 ne::MeshNode::MeshShaderConstants::worldMatrix = glm::identity<glm::mat4x4>()

Matrix to transform positions from model space to worldMatrix space.


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