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Description

The UInt16 field is a member of the VertexAttributeFormat enumeration in the Sandbox namespace. It represents a vertex attribute format where each component is stored as an unsigned 16-bit integer. This format is typically used for attributes that require a moderate range of integer values, such as texture coordinates or indices.

Usage

Use the VertexAttributeFormat.UInt16 when you need to define a vertex attribute with components that are best represented as unsigned 16-bit integers. This is particularly useful in scenarios where memory efficiency is important, and the range of values fits within the 0 to 65535 range.

Example

// Example of using VertexAttributeFormat.UInt16 in a vertex buffer layout

public class MyVertexBuffer
{
    public void SetupVertexBuffer()
    {
        // Define a vertex layout with a UInt16 attribute
        VertexLayout layout = new VertexLayout();
        layout.Add(VertexAttribute.Position, VertexAttributeFormat.UInt16);
        layout.Add(VertexAttribute.TexCoord, VertexAttributeFormat.UInt16);

        // Use the layout to create a vertex buffer
        VertexBuffer vertexBuffer = new VertexBuffer(layout);

        // Populate the vertex buffer with data
        ushort[] vertexData = new ushort[]
        {
            0, 0,   // Position
            0, 0,   // TexCoord
            65535, 65535, // Position
            65535, 65535  // TexCoord
        };

        vertexBuffer.SetData(vertexData);
    }
}