struct vbo_save_vertex_list {
GLubyte attrsz[VBO_ATTRIB_MAX];
GLenum attrtype[VBO_ATTRIB_MAX];
- GLuint vertex_size;
+ GLuint vertex_size; /**< size in GLfloats */
/* Copy of the final vertex from node->vertex_store->bufferobj.
* Keep this in regular (non-VBO) memory to avoid repeated
struct gl_client_array arrays[VBO_ATTRIB_MAX];
const struct gl_client_array *inputs[VBO_ATTRIB_MAX];
- GLubyte attrsz[VBO_ATTRIB_MAX];
- GLenum attrtype[VBO_ATTRIB_MAX];
- GLubyte active_sz[VBO_ATTRIB_MAX];
- GLuint vertex_size;
+ GLubyte attrsz[VBO_ATTRIB_MAX]; /**< 1, 2, 3 or 4 */
+ GLenum attrtype[VBO_ATTRIB_MAX]; /**< GL_FLOAT, GL_INT, etc */
+ GLubyte active_sz[VBO_ATTRIB_MAX]; /**< 1, 2, 3 or 4 */
+ GLuint vertex_size; /**< size in GLfloats */
GLboolean out_of_memory; /**< True if last VBO allocation failed */