BYTE[8] Version
DWORD Format
VECTOR3 BoundingBox.Minimum
VECTOR3 BoundingBox.Maximum
SHORT Bone Count
SHORT[Bone Count] Bone Indices
SHORT Vertex Count
VECTOR3[Vertex Count] Vertices
IF(Format & VF_NORMAL)
VECTOR3[Vertex Count] Normals
IF(Format & VF_COLOUR)
VECTOR4[Vertex Count] Colours
IF(Format & VF_BLEND_WEIGHT)
BONEWEIGHT[Vertex Count] Weights
IF(Format & VF_TANGENTS)
VECTOR3[Vertex Count] Tangents
IF(Format & VF_UV0)
VECTOR2[Vertex Count] UV Map 0
IF(Format & VF_UV1)
VECTOR2[Vertex Count] UV Map 1
IF(Format & VF_UV2)
VECTOR2[Vertex Count] UV Map 2
IF(Format & VF_UV3)
VECTOR2[Vertex Count] UV Map 3
SHORT Face Count
SHORT[3 * Face Count] Faces
struct BONEWEIGHT
FLOAT[4] Weights
SHORT[4] Bones
enum VERTEX FORMAT
VF_NONE = (1 << 0)
VF_POSITION = (1 << 1)
VF_NORMAL = (1 << 2)
VF_COLOUR = (1 << 3)
VF_BLEND_WEIGHT = (1 << 4)
VF_BLEND_INDEX = (1 << 5)
VF_TANGENT = (1 << 6)
VF_UV0 = (1 << 7)
VF_UV1 = (1 << 8)
VF_UV2 = (1 << 9)
VF_UV3 = (1 << 10)