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MeshChannel

const MeshChannel: object

Defined in: asset/meshFormat.ts:38

What a channel means. The value IS the shader attribute location, and the first three match the 2D batch layout, so one attribute vocabulary serves both vertex sources. Append only: these numbers are serialized.

readonly Color: 1 = 1

readonly Joints: 5 = 5

Which joints move this vertex — indices into the mesh’s own bind matrices.

readonly Normal: 3 = 3

readonly Position: 0 = 0

readonly Tangent: 4 = 4

readonly TexCoord0: 2 = 2

readonly TexCoord1: 7 = 7

A second UV set: what an unwrap produces for a lightmap, a detail pass or an AO atlas. Carried because the boundary is lossy in one direction — a source that had one cannot be re-derived — and read by nothing yet, which is why meshShaderReads in GfxEnums.hpp keeps it out of the vertex LAYOUT.

readonly Weights: 6 = 6

How much each of those four joints moves it.