skinnedLayout property

VertexLayout skinnedLayout
final

Used instead of layout for a primitive that carries JOINTS_0 and WEIGHTS_0.

Chosen per primitive rather than per file: eight extra floats on every vertex of a static mesh is a third of its size for nothing, and the renderer picks its vertex stage from the same fact — a mesh either has skinning attributes and takes the skinned pipeline, or it does not.

Implementation

final VertexLayout skinnedLayout;