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AnimatedMesh Type

A mesh with skeleton data for GPU skinning.

Load once from a Model via AnimatedMesh.fromModel, then share across all entities that use the same mesh. Each entity computes its own bone matrices via AnimatedMesh.computeBoneMatrices and passes them to DrawSkinnedMesh. This avoids per-entity model copies and CPU skinning — the GPU does the vertex transform.

Record fields

Record Field Description

BoneCount

Full Usage: BoneCount

Field type: int
Field type: int

InverseBindPose

Full Usage: InverseBindPose

Field type: Matrix4x4[]
Field type: Matrix4x4[]

Mesh

Full Usage: Mesh

Field type: Mesh
Field type: Mesh

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