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API Documentation


Extends GLGE.Events, GLGE.JSONLoader, GLGE.QuickNotation.
Creates a new mesh
Defined in: glge_mesh.js.

Class Summary
Constructor Attributes Constructor Name and Description
 
GLGE.Mesh(uid, windingOrder)
Method Summary
Method Attributes Method Name and Description
 
Calculates a ambient occlution effect and sets the vertex color with AO level
 
clearBuffers(jsArray)
clears any buffers currently set
 
Gets the bounding volume for the mesh
 
setFaces(jsArray)
Sets the faces for this mesh
 
Sets the inverse bind matrix for each joint
 
setJoints(jsArray)
Sets the joints
 
setNormals(jsArray, frame)
Sets the normals of the verticies
 
setPositions(jsArray, frame)
Sets the positions of the verticies
 
setTangents(jsArray, frame)
Sets the tangents of the verticies
 
setUV(jsArray)
Set the UV coord for the first UV layer
 
setUV2(jsArray)
Set the UV coord for the second UV layer
 
setVertexColors(jsArray)
Sets the colors of the verticies
 
setVertexJoints(jsArray, num)
Sets the joint channels for each vertex
 
setVertexWeights(jsArray, num)
Sets the joint weights on each vertex
Methods borrowed from class GLGE.QuickNotation:
_
Methods borrowed from class GLGE.JSONLoader:
getDownloadPriority, setDownloadPriority, setJSONSrc, setJSONString
Methods borrowed from class GLGE.Events:
addEventListener, fireEvent, removeEventListener
Event Summary
Event Attributes Event Name and Description
 
Class Detail
GLGE.Mesh(uid, windingOrder)
Parameters:
uid
windingOrder
See:
GLGE.Object
Method Detail
calcFauxAO()
Calculates a ambient occlution effect and sets the vertex color with AO level

clearBuffers(jsArray)
clears any buffers currently set
Parameters:
{Number[]} jsArray
the UV coords in a 1 dimentional array

{GLGE.BoundingVolume} getBoundingVolume()
Gets the bounding volume for the mesh
Returns:
{GLGE.BoundingVolume}

setFaces(jsArray)
Sets the faces for this mesh
Parameters:
{Number[]} jsArray
The 1 dimentional array of normals

setInvBindMatrix(jsArray)
Sets the inverse bind matrix for each joint
Parameters:
{GLGE.Matrix[]} jsArray
set joint names

setJoints(jsArray)
Sets the joints
Parameters:
{string[]} jsArray
set joint objects

setNormals(jsArray, frame)
Sets the normals of the verticies
Parameters:
{Number[]} jsArray
The 1 dimentional array of normals
{number} frame
optional mesh frame number

setPositions(jsArray, frame)
Sets the positions of the verticies
Parameters:
{Number[]} jsArray
The 1 dimentional array of positions
{number} frame
optional mesh frame number

setTangents(jsArray, frame)
Sets the tangents of the verticies
Parameters:
{Number[]} jsArray
The 1 dimentional array of tangents
{number} frame
optional mesh frame number

setUV(jsArray)
Set the UV coord for the first UV layer
Parameters:
{Number[]} jsArray
the UV coords in a 1 dimentional array

setUV2(jsArray)
Set the UV coord for the second UV layer
Parameters:
{Number[]} jsArray
the UV coords in a 1 dimentional array

setVertexColors(jsArray)
Sets the colors of the verticies
Parameters:
{Number[]} jsArray
The vertex colors

setVertexJoints(jsArray, num)
Sets the joint channels for each vertex
Parameters:
{Number[]} jsArray
The 1 dimentional array of bones
{Number} num
the number of chanels in this mesh

setVertexWeights(jsArray, num)
Sets the joint weights on each vertex
Parameters:
{Number[]} jsArray
The 1 dimentional array of weights
{Number} num
the number of chanels in this mesh
Event Detail
shaderupdate(data)
Parameters:
{object} data

Documentation generated by JsDoc Toolkit 2.4.0 on Sun Feb 12 2012 14:20:23 GMT+0000 (GMT)