Expand description
Appending copied geometry to a mesh.
append_mesh copies a position/triangle soup into a transaction and
reports the new ids. Positions arrive in the target mesh’s local frame;
any world-frame transform is the caller’s job. Only positions and
triangles cross over: source channels take defaults, derived channels
(like normals) are recomputed by the scene. Triangle indices are bounds
checked; anything else about the soup is the caller’s responsibility.
UVs are the exception: a default would misalign them, so a target with UVs
gets the source’s from append_mesh_with_uvs, or loses its own.
Structs§
- Append
Report - Outcome of
append_mesh. - Append
Source - Geometry to append, indexed from zero.
Functions§
- append_
mesh - Copies
sourceintotx, returning the new vertex ids in source order. - append_
mesh_ with_ uvs append_meshwith the source’s UVs: 2 values per source position, orNonefor a source without them. When both sides have UVs the result does too; otherwise it has none andAppendReport::uvs_droppedis set.