I am having a lot of trouble understanding what the difference between a layout and a descriptor is inside of a MTLVertexBufferLayoutDescriptor object.
I am hoping to create a layout descriptor that describes how the the following array is packed (in my actual application there is a new color for every 4 points and many more differences that would actually make not repeating the color for every vertex important TL;DR this is an example)
This packed array describes a series of disconnected triangles. Each triangle is the same color but each vertice within the triangle has a different alpha and texture coordinate (in addition to its position of course).
How would you describe the layout with a MTLVertexBufferLayoutDescriptor in metal? I am not sure I could have described this with OpenGL attributes but perhaps this per triangle thing is possible with Metal?