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All geometry and buffers are assumed to have a vertex format of float3 vec, float4 col, float2 tex. You should be able to specify your own vertex format for situations where this doesn't provide enough information or is overkill.
May also need some changes to shader json definitions to convey HLSL semantics.
The text was updated successfully, but these errors were encountered:
All geometry and buffers are assumed to have a vertex format of float3 vec, float4 col, float2 tex. You should be able to specify your own vertex format for situations where this doesn't provide enough information or is overkill.
May also need some changes to shader json definitions to convey HLSL semantics.
The text was updated successfully, but these errors were encountered: