At the moment token naming is all over the place for grammatical number.
Some examples:
faceset node has faces (plural instead of face). What's more, this specifies an index. So it should be face.indices or face.index.
curves and particles have width (singular instead of widths). Built-in attributes like P and N are also singular (vs Ps and Ns). nvertices is plural, etc. particles also have id (singular vs ids).
mesh node has subdivision.creasevertices and subdivision.cornervertices (both plural) but subdivision.cornersharpness and subdivision.creasesharpness (singular instead of subdivision.cornersharpnessess and subdivision.creasesharpnessess).
Shouldn't these be subdivision.creasevertex.indices etc.? Or, neat and short: subdivision.crease.index, for DRY, singular.
Indexing attributes are called X.indices (plural vs X.index). A book has one index which contains references to many pages.
Just as an index array for P contains one index with references to many vertices. So the name indices is dubious here at best but that seems to be a common issue in use if this term in CS.
More examples of plural use:
attributes node has bounds (plural vs. bound or boundary).
instances node has all attributes plural.
camera node uses screens (plural vs. screen).
More examples of plural & singular on same node:
outputdriver & outputlayer nodes have lightset (singular vs. lightsets) but outputdrivers (plural vs. outputdriver).
It seems that any attribute referenced by a shader later is kept singular. Maybe just a coincidence?
If there is a rationale (e.g. to increase readability of the shader), why not make all attributes singular? As a neat side effect it will also shorten some tokens.
At the moment token naming is all over the place for grammatical number.
Some examples:
faceset
node hasfaces
(plural instead offace
). What's more, this specifies an index. So it should beface.indices
orface.index
.curves
andparticles
havewidth
(singular instead ofwidths
). Built-in attributes likeP
andN
are also singular (vsPs
andNs
).nvertices
is plural, etc.particles
also haveid
(singular vsids
).mesh
node hassubdivision.creasevertices
andsubdivision.cornervertices
(both plural) butsubdivision.cornersharpness
andsubdivision.creasesharpness
(singular instead ofsubdivision.cornersharpnessess
andsubdivision.creasesharpnessess
).Shouldn't these be
subdivision.creasevertex.indices
etc.? Or, neat and short:subdivision.crease.index
, for DRY, singular.Indexing attributes are called
X.indices
(plural vsX.index
). A book has one index which contains references to many pages. Just as an index array forP
contains one index with references to many vertices. So the nameindices
is dubious here at best but that seems to be a common issue in use if this term in CS.More examples of plural use:
attributes
node hasbounds
(plural vs.bound
orboundary
).instances
node has all attributes plural.camera
node usesscreens
(plural vs.screen
).More examples of plural & singular on same node:
outputdriver
&outputlayer
nodes havelightset
(singular vs.lightsets
) butoutputdrivers
(plural vs.outputdriver
).It seems that any attribute referenced by a shader later is kept singular. Maybe just a coincidence?
If there is a rationale (e.g. to increase readability of the shader), why not make all attributes singular? As a neat side effect it will also shorten some tokens.