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@@ -18,10 +18,10 @@ The table below shows the possible combinations:
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|Position|Material|Skinning _(maxBones×weights)_|
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|Position|Material|Skinning _(maxBones×weights)_|
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|-|-|-|
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|-|-|-|
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|Position|Empty|Empty|
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|Position|Empty|Empty|
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-|Position Normal|Color0|256 ×4
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-|Position Normal Tangent|Texture0|256 ×8
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-||Color0 Texture0|65536 ×4
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-||Color0 Texture0 Texture1|65536 ×8
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+|Position Normal|Color0| Joints0
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+|Position Normal Tangent|Texture0| Joints0 Joints1
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+||Color0 Texture0|
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+||Color0 Texture0 Texture1|
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||Color0 Color1 Texture0 Texture1|
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||Color0 Color1 Texture0 Texture1|
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By using these predefined building blocks, declaring a vertex structure can be
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By using these predefined building blocks, declaring a vertex structure can be
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@@ -39,16 +39,16 @@ in `SharpGLTF.Geometry.VertexTypes` namespace:
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- Material
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- Material
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- `VertexEmpty`
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- `VertexEmpty`
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- `VertexColor1`
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- `VertexColor1`
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+ - `VertexColor2`
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- `VertexTexture1`
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- `VertexTexture1`
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+ - `VertexTexture2`
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- `VertexColor1Texture1`
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- `VertexColor1Texture1`
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- `VertexColor1Texture2`
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- `VertexColor1Texture2`
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- `VertexColor2Texture2`
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- `VertexColor2Texture2`
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- Skinning
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- Skinning
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- `VertexEmpty`
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- `VertexEmpty`
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- - `VertexJoints8x4`
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- - `VertexJoints8x8`
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- - `VertexJoints16x4`
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- - `VertexJoints16x8`
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+ - `VertexJoints4`
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+ - `VertexJoints8`
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#### Appendix
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#### Appendix
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