Submesh structure for mesh data, its made like this cause some file formats hold multiple meshes in one file, but engine supports only one mesh per file. More...
#include <Mesh.hpp>
Public Attributes | |
| std::vector< Vertex > | vertices |
| std::vector< uint32_t > | indices |
| texture_asset_path | texturePath |
| std::vector< glm::vec3 > | triangleCenters |
Submesh structure for mesh data, its made like this cause some file formats hold multiple meshes in one file, but engine supports only one mesh per file.
| texture_asset_path vex::Submesh::texturePath |