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0008f845b0
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@ -316,7 +316,7 @@ public final class AiMesh {
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*
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*
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* @return the number of vertices.
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* @return the number of vertices.
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*/
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*/
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public int getNumVertives() {
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public int getNumVertices() {
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return m_numVertices;
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return m_numVertices;
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}
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}
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@ -432,7 +432,7 @@ public final class AiMesh {
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* Returns a buffer containing vertex positions.<p>
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* Returns a buffer containing vertex positions.<p>
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*
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*
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* A vertex position consists of a triple of floats, the buffer will
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* A vertex position consists of a triple of floats, the buffer will
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* therefore contain <code>3 * getNumVertives()</code> floats
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* therefore contain <code>3 * getNumVertices()</code> floats
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*
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*
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* @return a native-order direct buffer, or null if no data is available
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* @return a native-order direct buffer, or null if no data is available
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*/
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*/
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@ -503,7 +503,7 @@ public final class AiMesh {
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* used to check whether this is the case.<p>
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* used to check whether this is the case.<p>
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*
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*
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* Indices are stored as integers, the buffer will therefore contain
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* Indices are stored as integers, the buffer will therefore contain
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* <code>3 * getNumVertives()</code> integers (3 indices per triangle)
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* <code>3 * getNumVertices()</code> integers (3 indices per triangle)
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*
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*
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* @return a native-order direct buffer
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* @return a native-order direct buffer
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* @throws UnsupportedOperationException
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* @throws UnsupportedOperationException
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@ -523,7 +523,7 @@ public final class AiMesh {
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* Returns a buffer containing normals.<p>
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* Returns a buffer containing normals.<p>
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*
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*
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* A normal consists of a triple of floats, the buffer will
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* A normal consists of a triple of floats, the buffer will
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* therefore contain <code>3 * getNumVertives()</code> floats
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* therefore contain <code>3 * getNumVertices()</code> floats
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*
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*
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* @return a native-order direct buffer
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* @return a native-order direct buffer
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*/
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*/
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@ -540,7 +540,7 @@ public final class AiMesh {
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* Returns a buffer containing tangents.<p>
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* Returns a buffer containing tangents.<p>
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*
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*
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* A tangent consists of a triple of floats, the buffer will
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* A tangent consists of a triple of floats, the buffer will
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* therefore contain <code>3 * getNumVertives()</code> floats
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* therefore contain <code>3 * getNumVertices()</code> floats
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*
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*
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* @return a native-order direct buffer
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* @return a native-order direct buffer
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*/
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*/
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@ -557,7 +557,7 @@ public final class AiMesh {
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* Returns a buffer containing bitangents.<p>
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* Returns a buffer containing bitangents.<p>
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*
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*
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* A bitangent consists of a triple of floats, the buffer will
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* A bitangent consists of a triple of floats, the buffer will
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* therefore contain <code>3 * getNumVertives()</code> floats
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* therefore contain <code>3 * getNumVertices()</code> floats
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*
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*
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* @return a native-order direct buffer
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* @return a native-order direct buffer
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*/
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*/
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@ -574,7 +574,7 @@ public final class AiMesh {
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* Returns a buffer containing vertex colors for a color set.<p>
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* Returns a buffer containing vertex colors for a color set.<p>
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*
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*
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* A vertex color consists of 4 floats (red, green, blue and alpha), the
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* A vertex color consists of 4 floats (red, green, blue and alpha), the
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* buffer will therefore contain <code>4 * getNumVertives()</code> floats
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* buffer will therefore contain <code>4 * getNumVertices()</code> floats
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*
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*
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* @param colorset the color set
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* @param colorset the color set
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*
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*
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@ -595,7 +595,7 @@ public final class AiMesh {
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* A texture coordinate consists of up to 3 floats (u, v, w). The actual
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* A texture coordinate consists of up to 3 floats (u, v, w). The actual
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* number can be queried via {@link #getNumUVComponents(int)}. The
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* number can be queried via {@link #getNumUVComponents(int)}. The
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* buffer will contain
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* buffer will contain
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* <code>getNumUVComponents(coords) * getNumVertives()</code> floats
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* <code>getNumUVComponents(coords) * getNumVertices()</code> floats
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*
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*
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* @param coords the texture coordinate set
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* @param coords the texture coordinate set
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*
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*
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