using Microsoft.Xna.Framework; namespace XNALara { public class MeshDesc { public string name; public int uvLayerCount; public Texture[] textures; public Vertex[] vertices; public ushort[] indices; public short[] boneIndexMap; public object[] renderParams; public bool isShadeless; public class Texture { public string filename; public int uvLayerIndex; public bool useMipmaps = true; } public class Vertex { public Vector3 position; public Vector3 normal; public Vector4 color; public Vector2[] texCoords; public Vector4[] tangents; public short[] boneIndicesGlobal; public short[] boneIndicesLocal; public float[] boneWeights; } } }