Mesh:getVertexFormat
EditReturns the vertex format of the Mesh, which is a list of "attributes" that make up the data for each vertex (position, color, UV, etc.).
format = Mesh:getVertexFormat()
Arguments
None
Returns
Name | Type | Description |
format | table | The vertex format. |
.[][1] | string | The name of the attribute. |
.[][2] | DataType | The type of the attribute. |
.[][3] | number | The byte offset of the attribute. |
Notes
If no vertex format is given when the Mesh is created, it will use a default format:
{
{ 'VertexPosition', 'vec3', 0 },
{ 'VertexNormal', 'vec3', 12 },
{ 'VertexUV', 'vec2', 24 }
}
The name of the vertex attribute corresponds to an in
input variable in a vertex shader.
There are a few built-in attributes that all shaders will understand and use by default:
Name | Description |
VertexPosition |
The position of the vertex. |
VertexNormal |
The normal vector of the vertex. |
VertexUV |
The texture coordinate of the vertex. |
VertexColor |
The color of the vertex (linear color space). |
VertexTangent |
The tangent vector of the vertex. |
See the Shaders
and Meshes
guides for more info.