MeshVertex
Description
A table structure representing the data stored by a single vertex of a mesh.
MeshVertex structures are usually grouped together in sets of 3 to define the corners of a triangle.
Information on the fields used by most Source Engine shaders (Like VertexLitGeneric
, UnlitGeneric
, etc.) can be found on the Valve Developer Wiki here.
Returned by:
Used by:
Members
Many shaders use this to calculate lighting.
This is the result of a Cross Product between the vertex's normal and tangent directions.
This controls which part of the texture is drawn at this vertex.
In the range 0
(the texture's left edge) to 1
(the texture's right edge)
This controls which part of the texture is drawn at this vertex.
In the range 0
(the texture's top edge) to 1
(the texture's bottom edge)
LightmappedGeneric
.
Currently used exclusively by IMesh:BuildFromTriangles.
LightmappedGeneric
.
Currently used exclusively by IMesh:BuildFromTriangles.
Many Source Engine shaders to hold tangent information of the vertex in the order tangentX
, tangentY
, tangentZ
, tangentHandedness
.
The total sum of their weight
values should be 1
Current added exclusively by util.GetModelMeshes