Taos API Reference
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    Class SkinnedMesh

    GPU mesh with skinning attributes (joint indices and weights) per vertex.

    Vertex layout matches SKINNED_VERTEX_STRIDE / SKINNED_VERTEX_ATTRIBUTES. Owns its vertex and index GPU buffers; call destroy() to release them.

    Index

    Properties

    vertexBuffer: GPUBuffer
    indexBuffer: GPUBuffer
    indexCount: number
    colorBuffer?: GPUBuffer

    Optional per-vertex color buffer (linear RGBA vec4 per vertex), bound at vertex slot 1 by passes that compile the HAS_VERTEX_COLOR variant. Present only when colors was supplied to SkinnedMesh.fromData. The skinned layout uses @location 0–7, so the color attribute lives at @location(8).

    uv1Buffer?: GPUBuffer

    Optional second UV set buffer (glTF TEXCOORD_1, vec2 per vertex), bound at vertex slot 2 by passes that compile the HAS_UV1 variant. The skinned layout uses @location 0–7 and color is @location(8), so uv1 lives at @location(9). Present only when uv1 was supplied to SkinnedMesh.fromData.

    Accessors

    Methods

    • Destroys the underlying GPU vertex and index buffers (and color/uv1 buffers, if any).

      Returns void