Hello there.
I’m batching some geometry on the CPU and for efficiency I’d like to use
half2
for UV and maybe even
half3
for normals (not sure on this latter yet).
I’ve managed to create the data appropriately CPU-side and I’m passing it to the GPU and size is correct (positions are OK), however I don’t know how I’m supposed to get the halfs in the VS, I was hoping that simply changing the
float
to
half
in the shader was going to work but it still reads 32 bits for each element.
Another problem is that there’s no 16-bit
VertexElementType
so I have to use some hacky masking (I’m using
PODVector<VertexElement>
for descs).
Do you guys know how I could do that without having to deal with the internals?
Thank you