Mesh
From Esenthel
In Esenthel Engine there are following mesh classes:
- MeshBase - mesh base, is the most low level mesh, it's CPU based and stored in system ram, it contains a set of vertexes, edges, triangles and quads.
- Mshr - mesh renderable, is the equivalent of MeshBase except that it's GPU based and stored in video ram, and thus it renders much faster.
- MeshPart - it contains one MeshBase, it's equivalent Mshr, their name and a material.
- Mesh - typical mesh, it's a set of parts (MeshPart), additionaly Mesh has one bounding box which encapsulates all parts.
MeshBase can contain:
- Vertexes - Position, Normal, Tangent, Binormal, up to 3 Texture Coordinates, Color, Material Blends, Matrix Indexes, Matrix Weights, Size
- Edges - Vertex Indexes, Adjacent Faces, Edge Normal, Flag, Id
- Triangles - Vertex Indexes, Adjacent Faces, Adjacent Edges, Face Normal, Flag, Id
- Quads - Vertex Indexes, Adjacent Faces, Adjacent Edges, Face Normal, Flag, Id
Most commonly Mesh will be used as a mesh for a single object, containing few MeshPart's that have different names and materials.
An example of 1 Mesh which is built from 3 MeshPart's is:
You can convert meshes from other formats in Mesh Editor tool.
