VertexLayout class final

An ordered set of attributes making up an interleaved vertex.

Constructors

VertexLayout(List<VertexAttribute> attributes)
const

Properties

attributes → List<VertexAttribute>
final
floatsPerVertex → int
no setter
hashCode → int
The hash code for this object.
no setterinherited
isSkinned → bool
Whether this layout carries skinning attributes.
no setter
runtimeType → Type
A representation of the runtime type of the object.
no setterinherited
strideInBytes → int
no setter

Methods

floatOffsetOf(String name) → int
Offset of an attribute within a vertex, in floats. -1 when absent.
has(VertexAttribute attribute) → bool
noSuchMethod(Invocation invocation) → dynamic
Invoked when a nonexistent method or property is accessed.
inherited
toString() → String
A string representation of this object.
override

Operators

operator ==(Object other) → bool
The equality operator.
inherited

Constants

color → const VertexAttribute
joints → const VertexAttribute
Up to four joint indices, held as floats.
normal → const VertexAttribute
position → const VertexAttribute
positionColor → const VertexLayout
The debug line layout, matching shaders/debug_line.vert.
positionColorTexcoord → const VertexLayout
What a particle quad carries: where it is, what colour, and where in the sprite this corner sits.
positionNormal → const VertexLayout
positionNormalTexcoord → const VertexLayout
positionNormalTexcoordTangent → const VertexLayout
What positionNormalTexcoord becomes under withGeneratedTangents.
positionOnly → const VertexLayout
skinned → const VertexLayout
standard plus the two skinning attributes.
standard → const VertexLayout
What the engine's mesh shader reads: position, normal, UV, tangent, colour.
tangent → const VertexAttribute
xyz is the direction, w is the bitangent sign (glTF convention).
texcoord → const VertexAttribute
weights → const VertexAttribute
Influence of each of the four joints; the shader normalizes the sum.