new GLTFPart(name)gltf.js:39Make a part, as the loader does for each primitive
namestring@param {Mesh} mesh @param {Color} color @param {TextureInfo|undefined} textureInfo @param {boolean} transparent
GLTFPart - One primitive of a model, placed where its node put it
new GLTFPart(name)gltf.js:39Make a part, as the loader does for each primitive
name string@param {Mesh} mesh @param {Color} color @param {TextureInfo|undefined} textureInfo @param {boolean} transparent
color : Colorgltf.js:51The material's base color, to draw the mesh tinted with
emissiveMap : TextureInfo|undefinedgltf.js:73The material's emissive map, or a white texture when it has an emissiveFactor and no texture, so it glows all over
emissiveMapColor : Colorgltf.js:75The emissiveFactor, which multiplies the emissive map
mesh : Meshgltf.js:49The geometry in model space, the node transforms applied, with the vertex colors the file had; a node resting at scale 0 is applied at scale 1 there, so an animation can grow it from nothing
name : stringgltf.js:46The node's name, or its mesh's
node : numbergltf.js:61The node it came from, which an animation moves it with
normalMap : TextureInfo|undefinedgltf.js:67The material's normal map, drawn with the base color texture's uvs
normalScale : numbergltf.js:69The normal map's strength, its scale in the file
pixelated : booleangltf.js:59Its texture's sampler asks for nearest filtering, hard edged pixels, as pixel art and voxel tools export; the object createObject makes draws it pixelated
roughness : numbergltf.js:78The material's roughnessFactor, 0 a mirror to 1 matte, 1 when it has none as the format says; the object createObject makes takes it as its roughness, which sets its shininess
skin : GLTFSkin|undefinedgltf.js:82For a skinned mesh, what bends it: mesh is its resting pose, and the object createObject makes bends a copy of its own to each pose
textureInfo : TextureInfo|undefinedgltf.js:54The material's base color texture, undefined without one or without WebGL
transparent : booleangltf.js:56The material blends or is glass, so the part belongs in the transparent stage
unlit : booleangltf.js:64The material is unlit (KHR_materials_unlit), its own color with no shading; the object createObject makes draws it with emissive 1
vertexSource : Array<number>|undefinedgltf.js:85