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.
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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
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