Taos API Reference
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    Interface SkinnedDrawItem

    interface SkinnedDrawItem {
        mesh: SkinnedMesh;
        modelMatrix: Mat4;
        normalMatrix: Mat4;
        material: Material;
        jointMatrices: Float32Array;
        previousModelMatrix?: Mat4;
        previousJointMatrices?: Float32Array<ArrayBufferLike>;
        morphDeltas?: GPUBuffer;
        morphTargetCount?: number;
        morphWeights?: Float32Array<ArrayBufferLike>;
        previousMorphWeights?: Float32Array<ArrayBufferLike>;
    }
    Index

    Properties

    modelMatrix: Mat4
    normalMatrix: Mat4
    material: Material
    jointMatrices: Float32Array
    previousModelMatrix?: Mat4

    Optional: world matrix from the previous frame, for per-object motion blur.

    previousJointMatrices?: Float32Array<ArrayBufferLike>

    Optional: joint matrices from the previous frame. Same layout as jointMatrices. When present, VelocityPass produces per-bone-accurate velocity; when absent the skinned mesh is treated as if posed identically last frame (no skin-driven motion contribution).

    morphDeltas?: GPUBuffer

    Optional: per-primitive morph-target deltas (vertex-major vec4 storage buffer from GltfMeshData.morphDeltas). Bound directly — owned by the model, never re-uploaded.

    morphTargetCount?: number

    Number of morph targets (0/undefined = no morph; the shader loop is skipped).

    morphWeights?: Float32Array<ArrayBufferLike>

    Per-target morph weights, length = morphTargetCount. Uploaded per frame.

    previousMorphWeights?: Float32Array<ArrayBufferLike>

    Optional: previous-frame morph weights, for the velocity pass.