Color is 4 bytes, but we are using 4 floats in vertex data for color, which is 16 bytes.
In opengl we can specify GL_BYTE
in glVertexAttribPointer
and vec4
in shader and it will interpret our 4 bytes as 4 floats.
Is something like this possible in kha?
For just one color it's ok, but I want to pass color matrix to shader and using 12 (or even 20 if it should affect alpha) floats per vertex for that feels too expensive.