Accessor mPositions;
Accessor mNormals; // data can be generated based on positions
Accessor mTexCoords;
+ Accessor mColors;
Accessor mTangents; // data can be generated based on normals and texCoords (the latter isn't mandatory; the results will be better if available)
Accessor mJoints0;
Accessor mWeights0;
+ Property::Type mTangentType{Property::VECTOR3};
Blob mBlendShapeHeader;
std::vector<BlendShape> mBlendShapes;