protected void ReadTextureCoordinatesFloat()
{
Align4();
VertexInfo->Texture.X = (float)((float*)Pointer)[0];
VertexInfo->Texture.Y = (float)((float*)Pointer)[1];
VertexInfo->Texture.Z = (VertexType.NormalCount > 2) ? (float)((float*)Pointer)[2] : 0.0f;
PointerOffset += sizeof(float) * VertexType.NormalCount;
}