pc.VertexFormat
A vertex format is a descriptor that defines the layout of vertex data inside a pc.VertexBuffer.
// Specify 3-component positions (x, y, z)
var vertexFormat = new pc.VertexFormat(graphicsDevice, [
{ semantic: pc.SEMANTIC_POSITION, components: 3, type: pc.TYPE_FLOAT32 }
]);
// Specify 2-component positions (x, y), a texture coordinate (u, v) and a vertex color (r, g, b, a)
var vertexFormat = new pc.VertexFormat(graphicsDevice, [
{ semantic: pc.SEMANTIC_POSITION, components: 2, type: pc.TYPE_FLOAT32 },
{ semantic: pc.SEMANTIC_TEXCOORD0, components: 2, type: pc.TYPE_FLOAT32 },
{ semantic: pc.SEMANTIC_COLOR, components: 4, type: pc.TYPE_UINT8, normalize: true }
]);
Summary
Static Properties
| defaultInstancingFormat | Returns pc.VertexFormat used to store matrices of type pc.Mat4 for hardware instancing.[read only] |
Properties
| elements | The vertex attribute elements. |
Details
Static Properties
| defaultInstancingFormat | Returns pc.VertexFormat used to store matrices of type pc.Mat4 for hardware instancing. [read only] |
Constructor
VertexFormat(graphicsDevice, description)
Returns a new pc.VertexFormat object.
// Specify 3-component positions (x, y, z)
var vertexFormat = new pc.VertexFormat(graphicsDevice, [
{ semantic: pc.SEMANTIC_POSITION, components: 3, type: pc.TYPE_FLOAT32 }
]);
// Specify 2-component positions (x, y), a texture coordinate (u, v) and a vertex color (r, g, b, a)
var vertexFormat = new pc.VertexFormat(graphicsDevice, [
{ semantic: pc.SEMANTIC_POSITION, components: 2, type: pc.TYPE_FLOAT32 },
{ semantic: pc.SEMANTIC_TEXCOORD0, components: 2, type: pc.TYPE_FLOAT32 },
{ semantic: pc.SEMANTIC_COLOR, components: 4, type: pc.TYPE_UINT8, normalize: true }
]);
Parameters
| graphicsDevice | pc.GraphicsDevice | The graphics device used to manage this vertex format. |
| description | pc.VertexAttributeDescription[] | An array of vertex attribute descriptions. |