Comments (4)
For reference, looks like luminance uses glVertexAttribPointer
(float
- vec4
) for f32
/[f32;N]
(types with VertexAttribType::Floating
or VertexAttribType
with Normalized::No
), and glVertexAttribIPointer
(int
-ivec4
) for everything else.
from luminance-rs.
The main goal of the semantics is to tie everything together so that a whole application can be type sound. Storing u32
and read them as a floats is already supported by luminance
, and this is not tied to the semantics, but the vertex type. Example. So no, you are wrong when you say that it has a singular interpretation.
from luminance-rs.
The normalized
attribute in that example is not mentioned in the documentation. Can you add it?
from luminance-rs.
Yes a pass of (re) documentation is required indeed.
from luminance-rs.
Related Issues (20)
- What's the replacement for new_texture_no_texels? HOT 5
- Texture swizzling HOT 1
- Intermixing of Tess's with different structures HOT 1
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- Placeholder `#repr_ty_name` in derived attribute wrapper type documentation HOT 2
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- Why GL_ARB_separate_shader_objects? HOT 1
- Pure OpenGL ES renderer? HOT 1
- luminance 0.46.1 needs unpublished luminance-derive HOT 1
- Luminance 0.47 isn't on crates.io HOT 1
- Clearing textures
- Segmentation fault when dropping shader program struct HOT 3
- Fields of Vertex struct being reordered on new rust version results in incorrect render HOT 2
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from luminance-rs.