IsodiModel

This struct represents an Isodi model uploaded to the GPU. Its resources are managed by Isodi and must NOT be cleaned up with Raylib functions, with the exception of the texture.

Members

Functions

draw
void draw()

Draw the model.

makeShader
void makeShader()

Prepare the model shader.

opAssign
void opAssign(IsodiModel model)
Undocumented in source. Be warned that the author may not have intended to support it.
upload
void upload()

Upload the model to the GPU.

Static functions

shader
uint shader()

Get the shader used by the model.

Static variables

fragmentShader
auto fragmentShader;

Default fragment shader used to render the model.

vertexShader
auto vertexShader;

Default fragment shader used to render the model.

Variables

bones
float[] bones;

Bone each vertex belongs to. Each should be a fraction (bone index/bone count).

flatten
int flatten;

If true, the model will stay aligned to the camera on the Y camera-space axis.

matrixTexture
Texture2D matrixTexture;

Texture used to send matrices to the model.

performFold
int performFold;

If true, the model should "fold" the textures, letting them repeat automatically — used for block sides.

properties
Properties properties;

Rendering properties of the model.

showBackfaces
bool showBackfaces;

If true, backface culling will be disabled. Used for rendering skeleton models.

texcoords
Vector2[] texcoords;

Texture coordinates within given variants.

texture
Texture2D texture;

Atlas texture to be used by the model. Will NOT be freed along with the model.

triangles
ushort[3][] triangles;

Triangles in the model, each is an index in the vertex array.

variants
Rectangle[] variants;

Atlas texture fragments mapped to each vertex.

vertices
Vector3[] vertices;

Vertices making up the model.

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