Repack attributes
Repack attributes takes Geometry and creates a GPU Buffer containing selected vertex attributes. Use it when a compute or rendering consumer needs a different packing from the geometry loader’s original layout.
Controls and outputs
| Control | Available selections |
|---|---|
| Position | None, Vec3, Vec4 |
| Normal | None, Vec3, Vec4 |
| Color | None, Vec3, Vec4 |
| TexCoord | None, Vec2 |
| Tangent | None, Vec3, Vec4 |
None omits an attribute. Vec4 requests padding of a three-component attribute to a four-component record. These selectors are not merely on/off switches, nor do they generate missing normals, colors or UVs. Inspect the source with Geometry Info and select attributes that it actually contains.
Selected attributes are interleaved in this order: Position, Normal, Color, TexCoord, Tangent. The Buffer outlet carries the packed data; Stride reports the resulting byte distance between records. Use that reported stride rather than assuming every loader uses the same layout.
Workflow
- Connect a geometry producer to Geometry.
- Select only the attributes your downstream process needs and the required padding.
- Connect Buffer to the consumer and configure its layout using Stride and the selected attribute order.
- If the consumer needs a geometry description rather than raw bytes, use Buffers to geometry to supply semantics and draw settings.
The result is a buffer, not a transformed or re-rendered geometry output. For one attribute or an unchanged whole source buffer, Extract buffer is the simpler tool. See Geometry and buffer utilities for the complete conversion workflow.