Is there an way to specify VertexData that it should use GL_BYTE for the vertex positions? We’ve realised we can reduce our memory usage to a 1/4 for our voxel fields since we can use GL_BYTE for the vertex positions.
You can use
Uint8Array to have the
VertexBuffer class uses bytes/unsigned bytes.
Thanks @evgeni, i tried using Uint8Arrays with VertexData and it didn’t work - can you show an example of creating VertexBuffers with GL_BYTE?
Here’s an example:
If you pass
pos instead of
new Int8Array(pos) to
VertexBuffer you will see that
buffer.type === BABYLON.VertexBuffer.BYTE is false.