Taos API Reference
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    Interface ShadowSkinnedDraw

    A skinned shadow caster. Rasterized into every cascade with GPU vertex skinning, so an animated mesh casts its live pose rather than a static bind-pose proxy. jointMatrices is the same skinning palette the lit draw uses (16 floats per joint).

    interface ShadowSkinnedDraw {
        mesh: SkinnedMesh;
        modelMatrix: Mat4;
        jointMatrices: Float32Array;
        morphDeltas?: GPUBuffer;
        morphTargetCount?: number;
        morphWeights?: Float32Array<ArrayBufferLike>;
    }
    Index

    Properties

    modelMatrix: Mat4
    jointMatrices: Float32Array
    morphDeltas?: GPUBuffer

    Optional: per-primitive morph deltas (only ΔPOSITION is used for shadows).

    morphTargetCount?: number

    Number of morph targets (0/undefined = no morph).

    morphWeights?: Float32Array<ArrayBufferLike>

    Per-target morph weights, length = morphTargetCount.