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Assimp v3.1.1 (June 2014)
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A set of primitives to be rendered. A node can contain one or more meshes. A node's transform places the mesh in the scene. More...
#include <glTFAsset.h>
Inherits glTF::Object.
Classes | |
| struct | Primitive |
Public Types | |
| typedef std::vector< Ref< Accessor > > | AccessorList |
Public Member Functions | |
| Mesh () | |
| void | Read (Value &obj, Asset &r) |
Public Member Functions inherited from glTF::Object | |
| virtual bool | IsSpecial () const |
| Objects marked as special are not exported (used to emulate the binary body buffer) More... | |
| virtual | ~Object () |
Public Attributes | |
| std::vector< Primitive > | primitives |
Public Attributes inherited from glTF::Object | |
| std::string | id |
| The globally unique ID used to reference this object. More... | |
| std::string | name |
| The user-defined name of this object. More... | |
Additional Inherited Members | |
Static Public Member Functions inherited from glTF::Object | |
| static const char * | TranslateId (Asset &r, const char *id) |
| Maps special IDs to another ID, where needed. Subclasses may override it (statically) More... | |
A set of primitives to be rendered. A node can contain one or more meshes. A node's transform places the mesh in the scene.
| typedef std::vector< Ref<Accessor> > glTF::Mesh::AccessorList |
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inline |
| std::vector<Primitive> glTF::Mesh::primitives |