Was hoping to get feedback on my suggestion instead, but another suggestion doesn't work.
The idea of a CustomMesh<TVertex> is impossible to implement until after we have fully user-supplied shader support, which I've already addressed as being not the scope of this change (but instead it is a separate future change which is not impacted by this) it also feels like this point may have been missed as well. On Thu, Aug 22, 2024, 6:28 PM Michael Strauß <michaelstr...@gmail.com> wrote: > > Any solution which was good enough for normals is also good enough for > vertex colors right? > > Not necessarily. Designing APIs is hard, and one should try to start > from a point of asking "how would the API look like if we had > considered all of the things we know now from the beginning". > > An idea that might be worth exploring is the following. Instead of > storing positions, normals, texture coordinates, etc. in separate > buffers as it is currently done in TriangleMesh, we could have a > CustomMesh<TVertex>, where TVertex is a structure that stores all > relevant components in the same place. This could be a sealed > interface that only allows a limited set of implementations (because > we don't have the option of user-defined vertex structures at the > moment), but could allow for future extension with user-defined vertex > structures. >