Expand description
Named per-vertex data carried alongside positions.
A mesh often arrives with more per-vertex information than geometry: material ids, texture coordinates, analysis results, source entity handles. That data is not decoration – losing it silently is how a quantity takeoff ends up unable to say which wall a triangle came from.
Two things make this hard, and both are modelled here rather than wished away:
- Not every value can be blended. Interpolating a material id at a new vertex invents a material that was never authored, so a channel must declare whether blending is even meaningful.
- Some operations genuinely cannot preserve a channel. A boolean cut creates vertices with no preimage in either operand. Reporting that honestly beats fabricating a plausible value.
Structs§
- Attribute
Channel - Per-vertex or per-corner values under a caller-chosen name.
Enums§
- Attribute
Fate - What happened to a channel during an operation.
- Blend
- How a channel’s values may be combined when a new vertex appears.
- Drop
Reason - Why a channel could not be carried through an operation.