To keep index only vertice representation (using 4 bytes per vertex), it requires to know which range of indexes are in which chunks. This can be done with an array of not repeated chunks. However passing this non constant size array as a uniformdoesn't work.
However glium has an example which seems to use what we are looking for.
For the moment we use a plain vertice representation using 8 additional bytes per vertex.
Could similarly use a uniform to provide normals and biomes as only one of three normals, as far as I know, and one of four biomes are useful. However maybe uniform is overkill for this purpose.
To keep `index` only vertice representation (using 4 bytes per vertex), it requires to know which range of `index`es are in which chunks. This can be done with an array of not repeated chunks. However passing this non constant size array as a `uniform` [doesn't work](https://gitea.lemnoslife.com/Benjamin_Loison/LemnosLife_Rust/src/branch/uniform_chunk_shift).
However glium has [an example](https://github.com/glium/glium/blob/3e143cf95f3c990f82e8aeeb170b15b339b23025/examples/gpgpu.rs) which seems to use what we are looking for.
For the moment we use a plain vertice representation using 8 additional bytes per vertex.
Could similarly use a `uniform` to provide `normal`s and `biome`s as only one of three normals, as far as I know, and one of four biomes are useful. However maybe `uniform` is overkill for this purpose.
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To keep
indexonly vertice representation (using 4 bytes per vertex), it requires to know which range ofindexes are in which chunks. This can be done with an array of not repeated chunks. However passing this non constant size array as auniformdoesn't work.However glium has an example which seems to use what we are looking for.
For the moment we use a plain vertice representation using 8 additional bytes per vertex.
Could similarly use a
uniformto providenormals andbiomes as only one of three normals, as far as I know, and one of four biomes are useful. However maybeuniformis overkill for this purpose.Cf https://www.khronos.org/opengl/wiki/Data_Type_(GLSL)#Arrays