Closed kikonen closed 1 month ago
DONE
=> need to re-iterate this later, for now this does few things
1) adds support for "non_vao" meshes into node hierarchy. Thus no vao binding just indexed element draw, and GPU side provides vertex data from some source (like constants, for now that is only what actually works, but could take it also from one of the bound "noise" textures)
2) proofs that grid works
3) gives basis for more shader toying
Allow rendering infinite grid and other "GPU vertex only" meshes only, i.e. meshes without VAO/VBO bindings.
i.e. without requiring rebinding of VAO