- 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
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@ -142,15 +142,6 @@ public class VertexBuffer extends NativeObject implements Savable, Cloneable {
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*/
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*/
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BindPoseNormal,
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BindPoseNormal,
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/**
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* Initial vertex tangents, used with animation.
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* Should have the same format and size as {@link Type#Tangent}.
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* If used with software skinning, the usage should be
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* {@link Usage#CpuOnly}, and the buffer should be allocated
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* on the heap.
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*/
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BindPoseTangent,
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/**
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/**
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* Bone weights, used with animation (4 floats).
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* Bone weights, used with animation (4 floats).
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* If used with software skinning, the usage should be
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* If used with software skinning, the usage should be
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@ -201,6 +192,15 @@ public class VertexBuffer extends NativeObject implements Savable, Cloneable {
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* Texture coordinate #8
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* Texture coordinate #8
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*/
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*/
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TexCoord8,
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TexCoord8,
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/**
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* Initial vertex tangents, used with animation.
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* Should have the same format and size as {@link Type#Tangent}.
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* If used with software skinning, the usage should be
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* {@link Usage#CpuOnly}, and the buffer should be allocated
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* on the heap.
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*/
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BindPoseTangent,
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}
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}
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/**
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/**
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