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@@ -5,12 +5,13 @@ Struct Vertex3f
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Field position:Vec3f '0
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Field texCoord0:Vec2f '12
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- Field normal:Vec3f '20
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- Field tangent:Vec4f '32
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- Field weights:Vec4f '48
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- Field bones:UInt '64
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+ Field texCoord1:Vec2f '20
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+ Field normal:Vec3f '28
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+ Field tangent:Vec4f '40
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+ Field weights:Vec4f '56
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+ Field bones:UInt '72
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- Const Pitch:=68 '68
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+ Const Pitch:=76 '76
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Method New()
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End
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@@ -66,6 +67,30 @@ Struct Vertex3f
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texCoord0.y=sy
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End
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+ Property Sx0:Float()
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+ Return texCoord0.x
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+ Setter( sx:Float )
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+ texCoord0.x=sx
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+ End
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+
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+ Property Sy0:Float()
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+ Return texCoord0.y
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+ Setter( sy:Float )
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+ texCoord0.y=sy
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+ End
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+
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+ Property Sx1:Float()
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+ Return texCoord1.x
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+ Setter( sx:Float )
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+ texCoord1.x=sx
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+ End
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+
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+ Property Sy1:Float()
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+ Return texCoord1.y
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+ Setter( sy:Float )
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+ texCoord1.y=sy
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+ End
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+
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End
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Class Vertex3fFormat Extends VertexFormat
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@@ -74,17 +99,17 @@ Class Vertex3fFormat Extends VertexFormat
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Property Pitch:Int() Override
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- Return 68
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+ Return Vertex3f.Pitch
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End
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Method UpdateGLAttribs() Override
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-
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glEnableVertexAttribArray( A_POSITION ) ; glVertexAttribPointer( A_POSITION,3,GL_FLOAT,False,Pitch,Cast<Void Ptr>( 0 ) )
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glEnableVertexAttribArray( A_TEXCOORD0 ) ; glVertexAttribPointer( A_TEXCOORD0,2,GL_FLOAT,False,Pitch,Cast<Void Ptr>( 12 ) )
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- glEnableVertexAttribArray( A_NORMAL ) ; glVertexAttribPointer( A_NORMAL,3,GL_FLOAT,False,Pitch,Cast<Void Ptr>( 20 ) )
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- glEnableVertexAttribArray( A_TANGENT ) ; glVertexAttribPointer( A_TANGENT,4,GL_FLOAT,False,Pitch,Cast<Void Ptr>( 32 ) )
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- glEnableVertexAttribArray( A_WEIGHTS ) ; glVertexAttribPointer( A_WEIGHTS,4,GL_FLOAT,False,Pitch,Cast<Void Ptr>( 48 ) )
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- glEnableVertexAttribArray( A_BONES ) ; glVertexAttribPointer( A_BONES,4,GL_UNSIGNED_BYTE,False,Pitch,Cast<Void Ptr>( 64 ) )
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+ glEnableVertexAttribArray( A_TEXCOORD1 ) ; glVertexAttribPointer( A_TEXCOORD1,2,GL_FLOAT,False,Pitch,Cast<Void Ptr>( 20 ) )
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+ glEnableVertexAttribArray( A_NORMAL ) ; glVertexAttribPointer( A_NORMAL,3,GL_FLOAT,False,Pitch,Cast<Void Ptr>( 28 ) )
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+ glEnableVertexAttribArray( A_TANGENT ) ; glVertexAttribPointer( A_TANGENT,4,GL_FLOAT,False,Pitch,Cast<Void Ptr>( 40 ) )
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+ glEnableVertexAttribArray( A_WEIGHTS ) ; glVertexAttribPointer( A_WEIGHTS,4,GL_FLOAT,False,Pitch,Cast<Void Ptr>( 56 ) )
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+ glEnableVertexAttribArray( A_BONES ) ; glVertexAttribPointer( A_BONES,4,GL_UNSIGNED_BYTE,False,Pitch,Cast<Void Ptr>( 72 ) )
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End
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End
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