From 5888dae6ec6cfe0a39af953d37e782e3fda50d41 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Vladim=C3=ADr=20Vondru=C5=A1?= Date: Tue, 25 Jan 2022 17:49:01 +0100 Subject: [PATCH] GL: no, not even I know what this sentence means anymore. Fix. --- src/Magnum/GL/Mesh.h | 11 ++++++----- 1 file changed, 6 insertions(+), 5 deletions(-) diff --git a/src/Magnum/GL/Mesh.h b/src/Magnum/GL/Mesh.h index bf9180e0a..7ba118be9 100644 --- a/src/Magnum/GL/Mesh.h +++ b/src/Magnum/GL/Mesh.h @@ -384,11 +384,12 @@ calling @ref AbstractShaderProgram::draw(): @ref MAGNUM_TARGET_WEBGL "WebGL" puts some restrictions on vertex buffer layout, see @ref addVertexBuffer() documentation for details. -The @ref Buffer binding restriction transitively affects meshes as well, -requiring @ref Buffer::TargetHint::ElementArray to be used for index buffers. -To simplify debugging, the @ref addVertexBuffer() and @ref setIndexBuffer() -functions checks proper target hint when adding vertex and index buffers under -WebGL. +A WebGL restriction that allows @ref Buffer "Buffers" to be bound only to one +unique target transitively affects meshes as well, requiring +@ref Buffer::TargetHint::ElementArray to be used for index buffers. To simplify +dealing with this restriction, the @ref addVertexBuffer() and +@ref setIndexBuffer() functions check proper target hint when adding vertex and +index buffers under WebGL. @section GL-Mesh-performance-optimization Performance optimizations