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);
}
}