如果我使用字节数组方法填充顶点缓冲区:
//Example:
var ba:ByteArray = new ByteArray();
//Write vertex #0:
ba.writeFloat(-.5);
ba.writeFloat(-.5);
ba.writeUnsignedInt(0);
ba.writeUnsignedInt(0);
//Write vertex #1:
ba.writeFloat(.5);
ba.writeFloat(-.5);
ba.writeUnsignedInt(1);
ba.writeUnsignedInt(0);
//Write vertex #2:
ba.writeFloat(.5);
ba.writeFloat(.5);
ba.writeUnsignedInt(1);
ba.writeUnsignedInt(1);
//Write vertex #3:
ba.writeFloat(-.5);
ba.writeFloat(.5);
ba.writeUnsignedInt(0);
ba.writeUnsignedInt(1);
myVertexBuffer.uploadFromByteArray(ba, 0, 0, 4);
然后使用以下格式设置顶点缓冲区属性:
var format:String = Context3DVertexBufferFormat.BYTES_4;
context3D.setVertexBufferAt(0, myVertexBuffer, 0, format);
Vertex 属性的字段(在本例中为va0.x、va0.y、va0.z、va0.w )的可能值范围是多少(0 到 255?0.0 到 1.0?等)?写入对象的数据类型是否有所不同ByteArray
(writeFloat与writeUnsignedInt)?