namespace Msp {
namespace GL {
-/** A single vertex attribute. Commonly used attributes are named by their
+/**
+A single vertex attribute. Commonly used attributes are named by their
semantical meaning in the standard shaders. Texture coordinates and generic
attributes can additionally be given an index. There are four texture
coordinate attributes available. The number of available generic attributes
└────────────╴Attribute index (semantic)
This information is presented for internal documentation purposes only; it is
-inadvisable for programs to rely on it.
+inadvisable for applications to rely on it.
*/
enum VertexAttribute: std::uint16_t
{
RAW_ATTRIB_I4 = 0xFCCC
};
+/**
+Describes the attributes of a vertex. Up to 15 attributes are allowed.
+*/
class VertexFormat
{
private:
bool empty() const { return !count; }
const VertexAttribute *begin() const { return attributes; }
const VertexAttribute *end() const { return attributes+count; }
+
+ /** Returns the displacement from one vertex to the next. */
unsigned stride() const;
+
+ /** Returns the offset of an attribute within a vertex. A stored attribute
+ must have the same semantic and type and at least as many components as
+ requested to be considered a match. */
int offset(VertexAttribute) const;
};