**Refactor meshes format to support custom vertex layouts and new flexible api to access mesh data**
#3044 #2667
This commit is contained in:
@@ -130,8 +130,14 @@ public:
|
||||
// Returns 0-1 value based on unscaled draw time for temporal effects to reduce artifacts from screen-space dithering when using Temporal Anti-Aliasing.
|
||||
static float ComputeTemporalTime();
|
||||
|
||||
static void CalculateTangentFrame(FloatR10G10B10A2& resultNormal, FloatR10G10B10A2& resultTangent, const Float3& normal);
|
||||
static void CalculateTangentFrame(FloatR10G10B10A2& resultNormal, FloatR10G10B10A2& resultTangent, const Float3& normal, const Float3& tangent);
|
||||
// [Deprecated in v1.10]
|
||||
DEPRECATED("Use CalculateTangentFrame with unpacked Float3/Float4.") static void CalculateTangentFrame(FloatR10G10B10A2& resultNormal, FloatR10G10B10A2& resultTangent, const Float3& normal);
|
||||
// [Deprecated in v1.10]
|
||||
DEPRECATED("Use CalculateTangentFrame with unpacked Float3/Float4.") static void CalculateTangentFrame(FloatR10G10B10A2& resultNormal, FloatR10G10B10A2& resultTangent, const Float3& normal, const Float3& tangent);
|
||||
|
||||
// Result normal/tangent are already packed into [0;1] range.
|
||||
static void CalculateTangentFrame(Float3& resultNormal, Float4& resultTangent, const Float3& normal);
|
||||
static void CalculateTangentFrame(Float3& resultNormal, Float4& resultTangent, const Float3& normal, const Float3& tangent);
|
||||
|
||||
static void ComputeSphereModelDrawMatrix(const RenderView& view, const Float3& position, float radius, Matrix& resultWorld, bool& resultIsViewInside);
|
||||
};
|
||||
|
||||
Reference in New Issue
Block a user