Function updateMeshGeometryCapacity
-
updateMeshGeometryCapacity(
engine: EngineContext,
mesh: Mesh,
positions: Float32Array,
normals: Float32Array,
indices: Uint32Array,
uvs?: Float32Array<ArrayBufferLike>,
uvs2?: Float32Array<ArrayBufferLike>,
tangents?: Float32Array<ArrayBufferLike>,
colors?: Float32Array<ArrayBufferLike>,
reserveFactor?: number,
): MeshGeometryCapacityResultParameters
- engine: EngineContext
- mesh: Mesh
- positions: Float32Array
- normals: Float32Array
- indices: Uint32Array
Optionaluvs: Float32Array<ArrayBufferLike>Optionaluvs2: Float32Array<ArrayBufferLike>Optionaltangents: Float32Array<ArrayBufferLike>Optionalcolors: Float32Array<ArrayBufferLike>OptionalreserveFactor: number
Returns MeshGeometryCapacityResult
-
updateMeshGeometryCapacity(
engine: EngineContext,
mesh: Mesh,
positions: Float32Array,
normals: Float32Array,
indices: Uint32Array,
uvs: Float32Array<ArrayBufferLike> | undefined,
uvs2: Float32Array<ArrayBufferLike> | undefined,
tangents: Float32Array<ArrayBufferLike> | undefined,
colors: Float32Array<ArrayBufferLike> | undefined,
reserveFactor: number | undefined,
ranges?: MeshGeometryUpdateRanges,
): MeshGeometryCapacityResultUpdate changing triangle-list geometry while retaining grow-only GPU buffer capacity. Unused index capacity is zeroed into degenerate triangles so cached render bundles stay stable. Optional explicit ranges limit in-capacity GPU uploads; CPU bounds and retained geometry still use the complete supplied arrays. Omit ranges for a full upload. Layout changes require resizeMeshGeometry.
Parameters
- engine: EngineContext
- mesh: Mesh
- positions: Float32Array
- normals: Float32Array
- indices: Uint32Array
- uvs: Float32Array<ArrayBufferLike> | undefined
- uvs2: Float32Array<ArrayBufferLike> | undefined
- tangents: Float32Array<ArrayBufferLike> | undefined
- colors: Float32Array<ArrayBufferLike> | undefined
- reserveFactor: number | undefined
Optionalranges: MeshGeometryUpdateRanges
Returns MeshGeometryCapacityResult
Update changing triangle-list geometry while retaining grow-only GPU buffer capacity. Unused index capacity is zeroed into degenerate triangles so cached render bundles stay stable. Optional explicit ranges limit in-capacity GPU uploads; CPU bounds and retained geometry still use the complete supplied arrays. Omit ranges for a full upload. Layout changes require resizeMeshGeometry.