{ max Vector3 } ; ! Maximum vertex box-corner
STRUCT: Mesh
- { vertexCount int } ! Number of verticles stored in arrays
+ { vertexCount int } ! Number of vertices stored in arrays
{ triangleCount int } ! Number of triangles stored (indexed or not )
- { verticles float* } ! Vertex position (XYZ - 3 components per vertex)
{ texcoords float* } ! Vertex texture coordinates (UV - 2 components per vertex )
+ { vertices float* } ! Vertex position (XYZ - 3 components per vertex)
{ texcoords2 float* } ! Vertex second texture coordinates (useful for lightmaps)
{ normals float* } ! Vertex normals (XYZ - 3 components per vertex)
{ tangents float* } ! Vertex tangents (XYZW - 4 components per vertex )
{ colors uchar* } ! Vertex colors (RGBA - 4 components per vertex)
{ indices ushort* } ! Vertex indices (in case vertex data comes indexed)
- { animVerticles float* }
+ { animVertices float* }
{ animNormals float* }
{ boneIds int* }
{ boneWeights float* }