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- notes = "Each vertex in a Mesh can hold several pieces of data. For example, you might want a vertex to keep track of its position, color, and a weight. Each one of these pieces of information is called a vertex **attribute**. A vertex attribute must have a name, a type, and a size. Here's what the \"position\" attribute would look like as a Lua table:\n\n { 'vPosition', 'float', 3 } -- 3 floats for x, y, and z\n\nEvery vertex in a Mesh must have the same set of attributes. We call this set of attributes the **format** of the Mesh, and it's specified as a simple table of attributes. For example, we could represent the format described above as:\n\n {\n { 'vPosition', 'float', 3 },\n { 'vColor', 'byte', 4 },\n { 'vWeight', 'int', 1 }\n }\n\nWhen creating a Mesh, you can give it any format you want, or use the default. The default Mesh format looks like this:\n\n {\n { 'lovrPosition', 'float', 3 },\n { 'lovrNormal', 'float', 3 },\n { 'lovrTexCoord', 'float', 2 }\n { 'lovrVertexColor', 'byte', 4 }\n }\n\nGreat, so why do we go through the trouble of naming everything in our vertex and saying what type and size it is? The cool part is that we can access this data in a Shader. We can write a vertex Shader that has `in` variables for every vertex attribute in our Mesh:\n\n in vec3 vPosition;\n in vec4 vColor;\n in int vWeight;\n\n vec4 position(mat4 projection, mat4 transform, vec4 vertex) {\n // Here we can access the vPosition, vColor, and vWeight of each vertex in the Mesh!\n }\n\nSpecifying custom vertex data is really powerful and is often used for lighting, animation, and more!",
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+ notes = "Each vertex in a Mesh can hold several pieces of data. For example, you might want a vertex to keep track of its position, color, and a weight. Each one of these pieces of information is called a vertex **attribute**. A vertex attribute must have a name, a type, and a size. Here's what the \"position\" attribute would look like as a Lua table:\n\n { 'vPosition', 'float', 3 } -- 3 floats for x, y, and z\n\nEvery vertex in a Mesh must have the same set of attributes. We call this set of attributes the **format** of the Mesh, and it's specified as a simple table of attributes. For example, we could represent the format described above as:\n\n {\n { 'vPosition', 'float', 3 },\n { 'vColor', 'byte', 4 },\n { 'vWeight', 'int', 1 }\n }\n\nWhen creating a Mesh, you can give it any format you want, or use the default. The default Mesh format looks like this:\n\n {\n { 'lovrPosition', 'float', 3 },\n { 'lovrNormal', 'float', 3 },\n { 'lovrTexCoord', 'float', 2 }\n }\n\nGreat, so why do we go through the trouble of naming everything in our vertex and saying what type and size it is? The cool part is that we can access this data in a Shader. We can write a vertex Shader that has `in` variables for every vertex attribute in our Mesh:\n\n in vec3 vPosition;\n in vec4 vColor;\n in int vWeight;\n\n vec4 position(mat4 projection, mat4 transform, vec4 vertex) {\n // Here we can access the vPosition, vColor, and vWeight of each vertex in the Mesh!\n }\n\nSpecifying custom vertex data is really powerful and is often used for lighting, animation, and more!\n\nThe types of attributes that are available are:\n\n- `byte` (-128 to 127)\n- `ubyte` (0 to 255)\n- `short` (-32768 to 32767)\n- `ushort` (0 to 65535)\n- `int` (-2147483648 to 2147483647)\n- `uint` (0 to 4294967295)\n- `float` (floating point value)",
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