Class IntRenderable


public class IntRenderable extends Object
  • Field Details

    • worldTransform

      public final com.badlogic.gdx.math.Matrix4 worldTransform
      Used to specify the transformations (like translation, scale and rotation) to apply to the shape. In other words: it is used to transform the vertices from model space into world space.
    • meshPart

      public final IntMeshPart meshPart
      The IntMeshPart that contains the shape to render
    • material

      public Material material
      The Material to be applied to the shape (part of the mesh), must not be null.
      See Also:
    • environment

      public Environment environment
      The Environment to be used to render this Renderable, may be null. When specified it will be combined by the shader with the material. When both the material and environment contain an attribute of the same type, the attribute of the material will be used.
    • bones

      public com.badlogic.gdx.math.Matrix4[] bones
      The bone transformations used for skinning, or null if not applicable. When specified and the mesh contains one or more VertexAttributes.Usage.BoneWeight vertex attributes, then the BoneWeight index is used as index in the array. If the array isn't large enough then the identity matrix is used. Each BoneWeight weight is used to combine multiple bones into a single transformation matrix, which is used to transform the vertex to model space. In other words: the bone transformation is applied prior to the worldTransform.
    • shader

      public IntShader shader
      The IntShader to be used to render this Renderable using a IntModelBatch, may be null. It is not guaranteed that the shader will be used, the used IntShaderProvider is responsible for actually choosing the correct shader to use.
    • userData

      public Object userData
      User definable value, may be null.
  • Constructor Details

    • IntRenderable

      public IntRenderable()
  • Method Details