v3f co; /* 3*32 */
v2f uv; /* 2*32 */
i8 norm[4]; /* 4*8 */
- u16 lights[4]; /* 4*16 */
+ u16 unused[4];
};
#pragma pack(pop)
stride, (void *)offsetof(scene_vert, uv) );
glEnableVertexAttribArray( 2 );
+#if 0
/* 3: light cluster */
glVertexAttribIPointer( 3, 4, GL_UNSIGNED_SHORT,
stride, (void *)offsetof(scene_vert, lights) );
glEnableVertexAttribArray( 3 );
+#endif
VG_CHECK_GL_ERR();