new InstancedBufferAttribute(array, size, normalizedopt, meshPerAttributeopt)
An instanced version of zen3d.BufferAttribute.
Parameters:
Name | Type | Attributes | Default | Description |
---|---|---|---|---|
array |
TypedArray | Used to instantiate the buffer. | ||
size |
Integer | the number of values of the array that should be associated with a particular vertex. For instance, if this attribute is storing a 3-component vector (such as a position, normal, or color), then itemSize should be 3. | ||
normalized |
boolean |
<optional> |
false | Indicates how the underlying data in the buffer maps to the values in the GLSL code. For instance, if array is an instance of UInt16Array, and normalized is true, the values 0 - +65535 in the array data will be mapped to 0.0f - +1.0f in the GLSL attribute. An Int16Array (signed) would map from -32767 - +32767 to -1.0f - +1.0f. If normalized is false, the values will be converted to floats which contain the exact value, i.e. 32767 becomes 32767.0f. |
meshPerAttribute |
Integer |
<optional> |
1 |
Extends
Members
array :TypedArray
The array holding data stored in the buffer.
Type:
- TypedArray
- Inherited From:
- Source:
count :Integer
Stores the array's length divided by the size.
If the buffer is storing a 3-component vector (such as a position, normal, or color), then this will count the number of such vectors stored.
Type:
- Integer
- Inherited From:
- Source:
dynamic :boolean
Whether the buffer is dynamic or not.
If false, the GPU is informed that contents of the buffer are likely to be used often and not change often.
This corresponds to the gl.STATIC_DRAW flag.
If true, the GPU is informed that contents of the buffer are likely to be used often and change often.
This corresponds to the gl.DYNAMIC_DRAW flag.
Type:
- boolean
- Inherited From:
- Default Value:
- false
- Source:
(readonly) isInstancedBufferAttribute :boolean
Type:
- boolean
- Default Value:
- true
- Source:
meshPerAttribute :Integer
Type:
- Integer
normalized :boolean
Indicates how the underlying data in the buffer maps to the values in the GLSL shader code.
See the constructor above for details.
Type:
- boolean
- Inherited From:
- Source:
size :Integer
The length of vectors that are being stored in the array.
Type:
- Integer
- Inherited From:
- Source:
updateRange
Object containing:
offset: Default is 0. Position at whcih to start update.
count: Default is -1, which means don't use update ranges.
This can be used to only update some components of stored vectors (for example, just the component related to color).
- Inherited From:
- Source:
version :Integer
A version number, incremented every time the data changes.
Type:
- Integer
- Inherited From:
- Default Value:
- 0
- Source:
Methods
clone() → {zen3d.BufferAttribute}
Return a new attribute with the same parameters as this attribute.
- Inherited From:
- Source:
Returns:
copy(source) → {zen3d.BufferAttribute}
Copy the parameters from the passed attribute.
Parameters:
Name | Type | Description |
---|---|---|
source |
zen3d.BufferAttribute | The attribute to be copied. |
- Overrides:
- Source:
Returns:
setArray(array)
Array to the TypedArray passed in here.
After setting the array, zen3d.BufferAttribute#version should be incremented.
Parameters:
Name | Type | Description |
---|---|---|
array |
TypedArray |
- Inherited From:
- Source: