If geometry is linked to a msl object, the render object behind it, just uses the first entry in the geometry list for vertex input layout binding. Actually, every geometry needs such a input layout because not every input attribute comes the same order.
See d3d11.cpp:
bool_t bind_vertex_inputs()
Implications:
The render object representation in the backend needs one ID3D11InputLayout per geometry linked. At the moment, there is just one.
This works as long as the vertex data does not change attribute positions.
If geometry is linked to a msl object, the render object behind it, just uses the first entry in the geometry list for vertex input layout binding. Actually, every geometry needs such a input layout because not every input attribute comes the same order.
See
d3d11.cpp:bool_t bind_vertex_inputs()Implications:
The render object representation in the backend needs one
ID3D11InputLayoutper geometry linked. At the moment, there is just one.This works as long as the vertex data does not change attribute positions.