#pragma pack(push,1)
-/* 28 byte vertexs, we don't care about the normals too much,
+/* 32 byte vertexs, we don't care about the normals too much,
* maybe possible to bring down uv to i16s too */
struct scene_vert
{
v3f co; /* 3*32 */
v2f uv; /* 2*32 */
i8 norm[4]; /* 4*8 */
- u8 lights[4]; /* 4*8 */
+ u16 lights[4]; /* 4*16 */
};
#pragma pack(pop)
glEnableVertexAttribArray( 2 );
/* 3: light cluster */
- glVertexAttribIPointer( 3, 4, GL_UNSIGNED_BYTE,
+ glVertexAttribIPointer( 3, 4, GL_UNSIGNED_SHORT,
stride, (void *)offsetof(scene_vert, lights) );
glEnableVertexAttribArray( 3 );