Draco Mesh
class DracoMesh(val positions: FloatArray, val normals: FloatArray? = null, val texCoords: FloatArray? = null, val colors: FloatArray? = null, val batchIds: ShortArray? = null, val indicesShort: ShortArray? = null, val indicesInt: IntArray? = null)
Result of a successful DracoDecoder.decode call. Plain copy-out arrays in the same shape GltfReader would have built from a non-compressed primitive — the rest of the pipeline (interleave + GPU upload + texture binding) treats Draco and non-Draco primitives identically.
Constructors
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constructor(positions: FloatArray, normals: FloatArray? = null, texCoords: FloatArray? = null, colors: FloatArray? = null, batchIds: ShortArray? = null, indicesShort: ShortArray? = null, indicesInt: IntArray? = null)
Properties
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Per-vertex b3dm _BATCHID if the Draco-compressed primitive carried it. Stored as uint16 (matching the non-Draco path), with Short.toInt giving the unsigned value after masking with 0xFFFF. Null when the source primitive had no _BATCHID.
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