Mesh

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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.


See Also

Importing Meshes

Mesh, Skeleton, Animation Relation

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