diff --git a/src/Magnum/Trade/MeshData.h b/src/Magnum/Trade/MeshData.h index 2dd1e1990..3237471f2 100644 --- a/src/Magnum/Trade/MeshData.h +++ b/src/Magnum/Trade/MeshData.h @@ -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),