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location is the vertex attribute location of each field. This is used to match up each field with an attribute declared in a shader, and doesn't have any purpose when binding the buffer as a uniform or storage buffer. Any fields with a nil location will use an autoincrementing location starting at zero. Named locations are not currently supported, but may be added in the future.[my emphasis]
Consider https://lovr.org/docs/v0.16.0/lovr.graphics.newBuffer, case
(data, format)
.There are two problems here. First off, contra the bolded text, the sample code uses named locations: https://lovr.org/docs/Intro/Custom_Mesh
So, either the text or the sample code should be changed.
Secondly, which locations/location names are valid by default is not documented anywhere linked from here. This bit of documentation should include a link to https://lovr.org/docs/v0.16.0/Shaders#vertex-attributes
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