Using GL_BYTE for vertex arrays?

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 Int8Array or 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.