diff --git a/Source/Engine/Graphics/Mesh.cs b/Source/Engine/Graphics/Mesh.cs index 22579eb07..f96b4ce63 100644 --- a/Source/Engine/Graphics/Mesh.cs +++ b/Source/Engine/Graphics/Mesh.cs @@ -117,7 +117,7 @@ namespace FlaxEngine /// Mesh data will be cached and uploaded to the GPU with a delay. /// /// The mesh vertices positions. Cannot be null. - /// The mesh index buffer (triangles). Uses 32-bit stride buffer. Cannot be null. + /// The mesh index buffer (clockwise triangles). Uses 32-bit stride buffer. Cannot be null. /// The normal vectors (per vertex). /// The normal vectors (per vertex). Use null to compute them from normal vectors. /// The texture coordinates (per vertex). @@ -163,7 +163,7 @@ namespace FlaxEngine /// Mesh data will be cached and uploaded to the GPU with a delay. /// /// The mesh vertices positions. Cannot be null. - /// The mesh index buffer (triangles). Uses 32-bit stride buffer. Cannot be null. + /// The mesh index buffer (clockwise triangles). Uses 32-bit stride buffer. Cannot be null. /// The normal vectors (per vertex). /// The normal vectors (per vertex). Use null to compute them from normal vectors. /// The texture coordinates (per vertex). @@ -210,7 +210,7 @@ namespace FlaxEngine /// Mesh data will be cached and uploaded to the GPU with a delay. /// /// The mesh vertices positions. Cannot be null. - /// The mesh index buffer (triangles). Uses 16-bit stride buffer. Cannot be null. + /// The mesh index buffer (clockwise triangles). Uses 16-bit stride buffer. Cannot be null. /// The normal vectors (per vertex). /// The tangent vectors (per vertex). Use null to compute them from normal vectors. /// The texture coordinates (per vertex). @@ -257,7 +257,7 @@ namespace FlaxEngine /// Mesh data will be cached and uploaded to the GPU with a delay. /// /// The mesh vertices positions. Cannot be null. - /// The mesh index buffer (triangles). Uses 16-bit stride buffer. Cannot be null. + /// The mesh index buffer (clockwise triangles). Uses 16-bit stride buffer. Cannot be null. /// The normal vectors (per vertex). /// The tangent vectors (per vertex). Use null to compute them from normal vectors. /// The texture coordinates (per vertex). diff --git a/Source/Engine/Graphics/Models/Mesh.h b/Source/Engine/Graphics/Models/Mesh.h index c8311a1f3..33e21aa5f 100644 --- a/Source/Engine/Graphics/Models/Mesh.h +++ b/Source/Engine/Graphics/Models/Mesh.h @@ -216,7 +216,7 @@ public: /// The first vertex buffer data. /// The second vertex buffer data. /// The third vertex buffer data. - /// The index buffer. + /// The index buffer in clockwise order. /// True if failed, otherwise false. FORCE_INLINE bool UpdateMesh(uint32 vertexCount, uint32 triangleCount, VB0ElementType* vb0, VB1ElementType* vb1, VB2ElementType* vb2, int32* ib) { @@ -231,7 +231,7 @@ public: /// The first vertex buffer data. /// The second vertex buffer data. /// The third vertex buffer data. - /// The index buffer. + /// The index buffer in clockwise order. /// True if failed, otherwise false. FORCE_INLINE bool UpdateMesh(uint32 vertexCount, uint32 triangleCount, VB0ElementType* vb0, VB1ElementType* vb1, VB2ElementType* vb2, uint16* ib) { @@ -246,7 +246,7 @@ public: /// The first vertex buffer data. /// The second vertex buffer data. /// The third vertex buffer data. - /// The index buffer. + /// The index buffer in clockwise order. /// True if index buffer uses 16-bit index buffer, otherwise 32-bit. /// True if failed, otherwise false. bool UpdateMesh(uint32 vertexCount, uint32 triangleCount, VB0ElementType* vb0, VB1ElementType* vb1, VB2ElementType* vb2, void* ib, bool use16BitIndices); diff --git a/Source/Engine/Graphics/Models/SkinnedMesh.h b/Source/Engine/Graphics/Models/SkinnedMesh.h index 2c168980b..bbdf38014 100644 --- a/Source/Engine/Graphics/Models/SkinnedMesh.h +++ b/Source/Engine/Graphics/Models/SkinnedMesh.h @@ -163,7 +163,7 @@ public: /// The amount of vertices in the vertex buffer. /// The amount of triangles in the index buffer. /// The vertex buffer data. - /// The index buffer. + /// The index buffer in clockwise order. /// True if failed, otherwise false. FORCE_INLINE bool UpdateMesh(uint32 vertexCount, uint32 triangleCount, VB0SkinnedElementType* vb, int32* ib) { @@ -176,7 +176,7 @@ public: /// The amount of vertices in the vertex buffer. /// The amount of triangles in the index buffer. /// The vertex buffer data. - /// The index buffer. + /// The index buffer, clockwise order. /// True if failed, otherwise false. FORCE_INLINE bool UpdateMesh(uint32 vertexCount, uint32 triangleCount, VB0SkinnedElementType* vb, uint16* ib) { @@ -189,7 +189,7 @@ public: /// The amount of vertices in the vertex buffer. /// The amount of triangles in the index buffer. /// The vertex buffer data. - /// The index buffer. + /// The index buffer in clockwise order. /// True if index buffer uses 16-bit index buffer, otherwise 32-bit. /// True if failed, otherwise false. bool UpdateMesh(uint32 vertexCount, uint32 triangleCount, VB0SkinnedElementType* vb, void* ib, bool use16BitIndices); diff --git a/Source/Engine/Graphics/SkinnedMesh.cs b/Source/Engine/Graphics/SkinnedMesh.cs index e8e0d8353..ea4cf283e 100644 --- a/Source/Engine/Graphics/SkinnedMesh.cs +++ b/Source/Engine/Graphics/SkinnedMesh.cs @@ -104,7 +104,7 @@ namespace FlaxEngine /// Mesh data will be cached and uploaded to the GPU with a delay. /// /// The mesh vertices positions. Cannot be null. - /// The mesh index buffer (triangles). Uses 32-bit stride buffer. Cannot be null. + /// The mesh index buffer (clockwise triangles). Uses 32-bit stride buffer. Cannot be null. /// The skinned mesh blend indices buffer. Contains indices of the skeleton bones (up to 4 bones per vertex) to use for vertex position blending. Cannot be null. /// The skinned mesh blend weights buffer (normalized). Contains weights per blend bone (up to 4 bones per vertex) of the skeleton bones to mix for vertex position blending. Cannot be null. /// The normal vectors (per vertex). @@ -140,7 +140,7 @@ namespace FlaxEngine /// Mesh data will be cached and uploaded to the GPU with a delay. /// /// The mesh vertices positions. Cannot be null. - /// The mesh index buffer (triangles). Uses 16-bit stride buffer. Cannot be null. + /// The mesh index buffer (clockwise triangles). Uses 16-bit stride buffer. Cannot be null. /// The skinned mesh blend indices buffer. Contains indices of the skeleton bones (up to 4 bones per vertex) to use for vertex position blending. Cannot be null. /// The skinned mesh blend weights buffer (normalized). Contains weights per blend bone (up to 4 bones per vertex) of the skeleton bones to mix for vertex position blending. Cannot be null. /// The normal vectors (per vertex).