litSkinnedLayout top-level constant
GpuVertexLayout
const litSkinnedLayout
Skinned lit meshes: vertices, joints and weights, then per instance the matrices and the palette's first texel.
Implementation
const GpuVertexLayout litSkinnedLayout = GpuVertexLayout([
_vertices,
_skin,
GpuVertexBufferLayout(
stride: _skinnedInstanceFloats * 4,
perInstance: true,
attributes: [..._model, ..._normalMatrix, _paletteStart],
),
]);