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@@ -489,10 +489,9 @@
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- SG_VERTEXFORMAT_SHORT4N
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- SG_VERTEXFORMAT_USHORT4N
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- D3D11 will not convert *non-normalized* vertex formats
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- to floating point vertex shader inputs, those can
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- only use the ivecn formats when D3D11 is used
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- as backend (GL and should Metal can use both formats)
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+ D3D11 will not convert *non-normalized* vertex formats to floating point
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+ vertex shader inputs, those can only be uses with the *ivecn* vertex shader
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+ input types when D3D11 is used as backend (GL and Metal can use both formats)
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- SG_VERTEXFORMAT_BYTE4,
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- SG_VERTEXFORMAT_UBYTE4
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@@ -1715,7 +1714,7 @@ typedef struct sg_shader_desc {
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.buffer_index 0 the vertex buffer bind slot
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.offset 0 (offsets can be omitted if the vertex layout has no gaps)
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.format SG_VERTEXFORMAT_INVALID (must be initialized!)
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- .shader: 0 (must be intilized with a valid sg_shader id!)
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+ .shader: 0 (must be initialized with a valid sg_shader id!)
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.primitive_type: SG_PRIMITIVETYPE_TRIANGLES
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.index_type: SG_INDEXTYPE_NONE
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.depth_stencil:
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