* 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,
+
+ /**
+ * Bone weights, used with animation (4 floats).
+ * for Hardware Skinning only
+ */
+ HWBoneWeight,
+
+ /**
+ * Bone indices, used with animation (4 ubytes).
+ * for Hardware Skinning only
+ * either an int or float buffer due to shader attribute types restrictions.
+ */
+ HWBoneIndex,
}
/**