An UDA to specify an attribute which has to be normalized
A VertexSpecification's role is to describe a Vertex structure. You must instantiate it with a compile-time struct describing your vertex format.
struct MyVertex { vec3f position; vec4f diffuse; float shininess; @Normalized vec2i uv; vec3f normal; }Member names MUST match those used in the vertex shader as attributes.
Creates a vertex specification.
The program is used to find the attribute location.
Use this vertex specification.
Divisor is the value passed to glVertexAttribDivisor. See www.opengl.org/wiki/Vertex_Specification#Instanced_arrays for details.
Unuse this vertex specification. If you are using a VAO, you don't need to call it,
since the attributes would be tied to the VAO activation.
Returns the size of the Vertex; this size can be computer
after you added all your attributes
Describes a single attribute in a vertex entry.