|
|
|
|
@ -645,7 +645,7 @@ which you can directly upload, and then use provided metadata to let the GPU
|
|
|
|
|
know of the format and layout. There's a lot of possible types of each |
|
|
|
|
attribute (floats, packed integers, ...), so @ref GL::DynamicAttribute accepts |
|
|
|
|
also a pair of @ref GL::Attribute defined by the shader and the actual |
|
|
|
|
@ref VertexFormat, figuring out gthe GL-specific properties such as component |
|
|
|
|
@ref VertexFormat, figuring out the GL-specific properties such as component |
|
|
|
|
count or element data type for you: |
|
|
|
|
|
|
|
|
|
@snippet MagnumTrade.cpp MeshData-usage-advanced |
|
|
|
|
@ -1457,9 +1457,11 @@ class MAGNUM_TRADE_EXPORT MeshData {
|
|
|
|
|
* to use the overload below by using @cpp T[] @ce instead of |
|
|
|
|
* @cpp T @ce. You can also use the non-templated |
|
|
|
|
* @ref positions2DAsArray(), @ref positions3DAsArray(), |
|
|
|
|
* @ref normalsAsArray(), @ref textureCoordinates2DAsArray() and |
|
|
|
|
* @ref colorsAsArray() accessors to get common attributes converted to |
|
|
|
|
* usual types, but note that these operations involve extra data |
|
|
|
|
* @ref tangentsAsArray(), @ref bitangentSignsAsArray(), |
|
|
|
|
* @ref bitangentsAsArray(), @ref normalsAsArray(), |
|
|
|
|
* @ref textureCoordinates2DAsArray(), @ref colorsAsArray() and |
|
|
|
|
* @ref objectIdsAsArray() accessors to get common attributes converted |
|
|
|
|
* to usual types, but note that these operations involve extra data |
|
|
|
|
* conversion and an allocation. |
|
|
|
|
* @see @ref attribute(UnsignedInt) const, |
|
|
|
|
* @ref mutableAttribute(MeshAttribute, UnsignedInt), |
|
|
|
|
|