QcEntityVertex Struct
Vertex of creature, player, item and hand meshes: like QcBlockVertex plus a tint colour that the texture is multiplied with (outfit colours, the red flash of a hit). More...
| Header: | #include <clientcore/entitymeshes/QcEntityVertex.h> |
Public Variables
| float | blockLight |
| float | shade |
| float | skyLight |
| std::array<quint8, 4> | tint |
| float | u |
| float | v |
| float | x |
| float | y |
| float | z |
Detailed Description
Member Variable Documentation
float QcEntityVertex::blockLight
Block light (torches) in [0, 1].
float QcEntityVertex::shade
Face shading in [0, 1].
float QcEntityVertex::skyLight
Sky light in [0, 1].
std::array<quint8, 4> QcEntityVertex::tint
RGB multiplies the texture (255 = unchanged); an alpha below 255 mixes in red by 1 - alpha / 255, the overlay of a hurt (decision E-971).
float QcEntityVertex::u
Atlas coordinate u.
float QcEntityVertex::v
Atlas coordinate v.
float QcEntityVertex::x
Position along x, relative to the mesh's origin.
float QcEntityVertex::y
Position along y, relative to the mesh's origin.
float QcEntityVertex::z
Position along z, relative to the mesh's origin.