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Description
On the picture is shown how will work the sinking example if a developer just adds some needed vertex attributes:
1) The limit in 8 attributes is clearly insufficient for the development of modern 3D applications. Today, the customer can make an order with using a PBR model (pos + normal + tangent + binormal + uv1 + uv2 + color) and bone-animations (joint + weight). In summary - 9 vertex attributes. And it's only a minimal set!
2) In the limit for attributes one attribute was reserved for indices. I guess that it's a very strange decition because the indices are stored separately and use separate buffers. As a result, we can use only 7 vertex attributes in the vertex data.
3) The strange idea include index-semantic to the list of the limit of vertex attributes can lead to situation when a developer will set 8 vertex attributes and 1 index. As in the sent example (see the skinning.zipand file "skingeometry.cpp"). As a result a wrong visualization as on the picture issue.