return a view onto the aux storage for this mesh. Write your aux data into these FloatBuffer. This data appears in shaders, associated per vertex. For example, this statement in a vertex shader: "layout(location=1) in vec4 color" means that you can write mesh.aux(1, 4).put([1,2,3,4])
(int attribute, int dimension)
| 79 | * up to and including location=15. |
| 80 | */ |
| 81 | public FloatBuffer aux(int attribute, int dimension) { |
| 82 | return buffer(attribute, dimension).floats(false); |
| 83 | } |
| 84 | |
| 85 | public interface ArrayBufferFactory { |
| 86 | ArrayBuffer newArrayBuffer(int maxVertex, int binding, int attribute, int dimension, int divisor); |