Is it possible to utilize an InterleavedBufferAttribute for index values?

I am troubleshooting a code snippet that is throwing an error:

const geometry = new THREE.BufferGeometry();
const indices = new THREE.InterleavedBufferAttribute(...);
geometry.setIndex(indices); // this is invalid

After running this code, I receive a compiler error message stating:

Type 'InterleavedBufferAttribute' is missing the following properties from type 'Bufferattribute': dynamic, updateRange, version, needsUpdate and 12 more.

I'm wondering if it's possible to utilize InterleavedBufferAttribute in order to properly set my indices?

On another note: Can interleaved arrays be used for indices in general? I've never encountered this in any programming language. While this is a minor question, it piques my curiosity.

Answer №1

It is not possible to interleave indices in general. The concept of interleaving indices does not have a practical application.

What purpose would interleaving indices serve?

Typically, when you interleave data, it involves combining attributes like positions, normals, texture coordinates, and colors. Instead of having separate arrays for each attribute, they are combined into a single interleaved array.

pos,nrm,uv,clr,pos,nrm,uv,clr,pos,nrm,uv,clr,pos,nrm,uv,clr

When considering indices, let's assume we are creating a quad with 4 vertices and 6 indices. It is not possible to interleave 6 indices with just 4 vertices.

Indices simply reference the data stored in the attributes; they are not attributes themselves.

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