Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Mesh single vbo with multiple non-interleaved attributes #22

Open
invor opened this issue Mar 8, 2021 · 0 comments
Open

Mesh single vbo with multiple non-interleaved attributes #22

invor opened this issue Mar 8, 2021 · 0 comments
Assignees

Comments

@invor
Copy link
Owner

invor commented Mar 8, 2021

The current way VertexLayouts are handled, it's now longer possible to use a (VVVVNNNNCCCC) vertex buffer layout (i.e., multiple non-interleaved attributes in single vbo). This used to work because the older glVertexAttribPointer function would accept the large byte offset of such layouts, but the currently used glVertexArrayAttribFormat function uses a smaller relative offset.

Maybe rename the offset in VertexLayout to relative_offset? And introduce a new optional offset that defaults to 0?

@invor invor self-assigned this Mar 8, 2021
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

1 participant