Now that GLES2/WebGL1 has been dropped it's time to look into the topic of "rendering without vertex buffers" again:
don't require a vertex layout specification when creating a pipeline object
d3d11: _sg_validate_shader_desc(): don't require a semantic name in the first vertex attribute
don't require a vertex buffer to be bound for rendering
add storage buffer type (e.g. indexable items)
check that gl_VertexID is properly supported by sokol-shdc
PS: WebGL2 doesn't have storage buffer support either. It still should support rendering without vertex buffers though (e.g. pulling the data from a texture or uniform)
Now that GLES2/WebGL1 has been dropped it's time to look into the topic of "rendering without vertex buffers" again:
PS: WebGL2 doesn't have storage buffer support either. It still should support rendering without vertex buffers though (e.g. pulling the data from a texture or uniform)