ALLEGRO_PRIM_STORAGE man page

ALLEGRO_PRIM_STORAGE — Allegro 5 API

Synopsis

#include <allegro5/allegro_primitives.h>

typedef enum ALLEGRO_PRIM_STORAGE

Description

Enumerates the types of storage an attribute of a custom vertex may be stored in. Many of these can only be used for ALLEGRO_PRIM_USER_ATTR attributes and can only be accessed via shaders. Usually no matter what the storage is specified the attribute gets converted to single precision floating point when the shader is run. Despite that, it may be advantageous to use more dense storage formats (e.g. ALLEGRO_PRIM_NORMALIZED_UBYTE_4 instead of ALLEGRO_PRIM_FLOAT_4) when bandwidth (amount of memory sent to the GPU) is an issue but precision is not.

See Also

ALLEGRO_PRIM_ATTR(3)

Referenced By

ALLEGRO_PRIM_ATTR(3), ALLEGRO_VERTEX_ELEMENT(3).

Allegro reference manual