Skip to main content
edited tags
Link
added 310 characters in body
Source Link

EDIT 1: It seems that I have been looking for the concept of "reflection", which I was not aware of prior to this. It also seems that there is no reflection system built-into C++. So, I'll probably just go with the OpenGL style and have the user specify the layout. Bummer, but it is what it is!


EDIT 1: It seems that I have been looking for the concept of "reflection", which I was not aware of prior to this. It also seems that there is no reflection system built-into C++. So, I'll probably just go with the OpenGL style and have the user specify the layout. Bummer, but it is what it is!

deleted 20 characters in body
Source Link

and so T* data is essentially std::vector<CustomVertexIn>::data()CustomVertexIn* with T=CustomVertexIn. The Renderer has no way of knowing this given the current state of things. My question is in regard to exactly this, what is a way to allow the Renderer to extract individual fields from the user-defined data?

and so T* data is essentially std::vector<CustomVertexIn>::data() with T=CustomVertexIn. The Renderer has no way of knowing this given the current state of things. My question is in regard to exactly this, what is a way to allow the Renderer to extract individual fields from the user-defined data?

and so T* data is essentially CustomVertexIn* with T=CustomVertexIn. The Renderer has no way of knowing this given the current state of things. My question is in regard to exactly this, what is a way to allow the Renderer to extract individual fields from the user-defined data?

edited body
Source Link
Loading
added 347 characters in body
Source Link
Loading
edited tags
Link
Loading
Source Link
Loading