From 22e7f565184a9964647420a35f2ed7f6d0d525a9 Mon Sep 17 00:00:00 2001
From: Trevor Hollmann <thollmann@uni-koblenz.de>
Date: Sat, 17 Jul 2021 14:17:43 +0200
Subject: [PATCH] [#79] Add some missing details to documentation.

---
 modules/asset_loader/include/vkcv/asset/asset_loader.hpp | 6 ++++++
 1 file changed, 6 insertions(+)

diff --git a/modules/asset_loader/include/vkcv/asset/asset_loader.hpp b/modules/asset_loader/include/vkcv/asset/asset_loader.hpp
index e90b86f7..cd609c99 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
-- 
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