protected void ReadTextureCoordinatesShort()
{
Align2();
VertexInfo->Texture.X = (float)((ushort*)Pointer)[0];
VertexInfo->Texture.Y = (float)((ushort*)Pointer)[1];
VertexInfo->Texture.Z = (VertexType.NormalCount > 2) ? (float)((ushort*)Pointer)[2] : 0.0f;
if (!Transform2D)
{
VertexInfo->Texture.X *= 1.0f / 32768f;
VertexInfo->Texture.Y *= 1.0f / 32768f;
VertexInfo->Texture.Z *= 1.0f / 32768f;
}
PointerOffset += sizeof(short) * VertexType.NormalCount;
}