Precision and storage format for mesh vertex streams, used to identify the data type and layout of a vertex stream and how it should be interpreted by the renderer.
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#include <MeshBufferResource.h>
Precision and storage format for mesh vertex streams, used to identify the data type and layout of a vertex stream and how it should be interpreted by the renderer.
◆ Enum
| Enumerator |
|---|
| Float1 | Single-component floating point format, used for simple vertex data like scalar values or single texture coordinates.
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| Float2 | Two-component floating point format, used for vertex data like texture coordinates or 2D vectors.
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| Float3 | Three-component floating point format, used for vertex data like positions, normals, or 3D vectors.
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| Float4 | Four-component floating point format, used for vertex data like tangents, colors, or 4D vectors.
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| UByte4Normalized | Four-component unsigned byte format with normalized values, used for compact vertex data like colors or bone weights where values are expected to be in the [0, 1] range.
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| UShort4 | Four-component unsigned short format, used for vertex data like bone indices where compact integer storage is sufficient and values are not normalized.
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| UShort4Normalized | Four-component unsigned short format with normalized values, used for vertex data like bone weights where compact integer storage is sufficient and values are expected to be in the [0, 1] range.
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| UInt | Single unsigned integer format, used for vertex data like object IDs or other per-vertex integer data.
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The documentation for this struct was generated from the following file: