- put BindPoseTangent VertexBuffer.Type enum value at the end to not screw with ordinal values

git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@8571 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
3.0
rem..om 13 years ago
parent 940edfe914
commit 7e8b540587
  1. 22
      engine/src/core/com/jme3/scene/VertexBuffer.java

@ -140,17 +140,8 @@ public class VertexBuffer extends NativeObject implements Savable, Cloneable {
* {@link Usage#CpuOnly}, and the buffer should be allocated
* on the heap.
*/
BindPoseNormal,
/**
* Initial vertex tangents, used with animation.
* Should have the same format and size as {@link Type#Tangent}.
* If used with software skinning, the usage should be
* {@link Usage#CpuOnly}, and the buffer should be allocated
* on the heap.
*/
BindPoseTangent,
BindPoseNormal,
/**
* Bone weights, used with animation (4 floats).
* If used with software skinning, the usage should be
@ -201,6 +192,15 @@ public class VertexBuffer extends NativeObject implements Savable, Cloneable {
* Texture coordinate #8
*/
TexCoord8,
/**
* Initial vertex tangents, used with animation.
* Should have the same format and size as {@link Type#Tangent}.
* If used with software skinning, the usage should be
* {@link Usage#CpuOnly}, and the buffer should be allocated
* on the heap.
*/
BindPoseTangent,
}
/**

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