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VertexResource
Vaughn Auten edited this page Aug 12, 2023
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manages a vertex buffer that lives on the GPU
data is ordered in the vertex buffer in the order the data is declared within the template. the order of the data also determines the atribute location within shaders.
in order for the template to work properly, all template arguments must meet these requirements
- all dataTypes must contain no private members or pointers
- they must only contain float values
- the datatypes must be indicative of the amount of values within said atribute (ie a single float will be indicative of one value while a struct holding 2 floats will atribute to 2 values)
aml is still under development, various features will be added over time