AttributeType.lua 1.2 KB

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  1. return {
  2. summary = 'Different data types for the vertex attributes of a Mesh.',
  3. description = [[
  4. Here are the different data types available for vertex attributes in a Mesh. The ones that have
  5. a smaller range take up less memory, which improves performance a bit. The "u" stands for
  6. "unsigned", which means it can't hold negative values but instead has a larger positive range.
  7. ]],
  8. values = {
  9. {
  10. name = 'byte',
  11. description = 'A signed 8 bit number, from -128 to 127.'
  12. },
  13. {
  14. name = 'ubyte',
  15. description = 'An unsigned 8 bit number, from 0 to 255.'
  16. },
  17. {
  18. name = 'short',
  19. description = 'A signed 16 bit number, from -32768 to 32767.'
  20. },
  21. {
  22. name = 'ushort',
  23. description = 'An unsigned 16 bit number, from 0 to 65535.'
  24. },
  25. {
  26. name = 'int',
  27. description = 'A signed 32 bit number, from -2147483648 to 2147483647.'
  28. },
  29. {
  30. name = 'uint',
  31. description = 'An unsigned 32 bit number, from 0 to 4294967295.'
  32. },
  33. {
  34. name = 'float',
  35. description = 'A 32 bit floating-point number (large range, but can start to lose precision).'
  36. }
  37. },
  38. related = {
  39. 'lovr.graphics.newMesh',
  40. 'Mesh:getVertexFormat',
  41. 'Mesh'
  42. }
  43. }