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.