diff --git a/modules/asset_loader/include/vkcv/asset/asset_loader.hpp b/modules/asset_loader/include/vkcv/asset/asset_loader.hpp index e90b86f78316cfa0a23a1fdb978989b8e07f02b0..cd609c99acdb4a5d53ce7d10aa17e4f5bffb7fcf 100644 --- a/modules/asset_loader/include/vkcv/asset/asset_loader.hpp +++ b/modules/asset_loader/include/vkcv/asset/asset_loader.hpp @@ -76,6 +76,8 @@ typedef struct { /** * This struct describes a loaded texture. + * Note that textures are currently always loaded with 4 channels as RGBA, even + * if the image has just RGB or is grayscale. */ typedef struct { int sampler; // index into the sampler array of the Scene @@ -236,6 +238,10 @@ int loadScene(const std::filesystem::path &path, Scene &scene); * in the scene, that can then be loaded on their own using the loadMesh() * function. Note that the Scene struct received as output argument will be * overwritten by this function. + * After this function completes, the returned Scene struct is completely + * initialized and all information is final, except for the missing binary + * data. This means that indices to vectors will remain valid even when the + * shallow scene struct is filled with data by loadMesh(). * * @param path must be the path to a glTF- or glb-file. * @param scene is a reference to a Scene struct that will be filled with the