The ___location of the vertex in space.
Meshes require this attribute for rendering.
Positions are commonly represented using the Vector3 format, which consists of three 32-bit floating-point values, resulting in 12 bytes per vertex. If vertex compression is applied to this attribute, each component is compressed to 16-bit floating point values, reducing the total to 6 bytes per vertex.
This attribute corresponds to the POSITION
semantic in the HLSL shading language.
You can access vertex positions using methods such as Mesh.GetVertices and Mesh.SetVertices.
For more information, refer to mesh vertex data.