(follow up)

Below is the test setup for a user-defined attribute in gemvertexbuffer.cpp:
(m_shader is the 5th vbo for test, attribute index is set to 0)
(just for this test I have set the program parameter in "glBindAttribLocation" to "1" because of this output when a glsl_program is linked with vert/frag shaders for the first time:
"[glsl_program]: linked shaders 4 2: 1")

code:

if(m_shader.render()) {
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, 0);     // index, size, etc etc
glEnableVertexAttribArray(0);    // index
glBindAttribLocation(1, 0, "gemAttrib1");       // program, index, attribute
}

I use "gemAttrib1" to set the fragColor but it's not working. 

vert file:

attribute vec4 gemAttrib1;
varying vec4 color1;

void main()
{
   color1 = gemAttrib1;
   gl_Position = ftransform();
}

frag file:

varying vec4 color1;
void main()
{
gl_FragColor = color1;
}



On Tue, Aug 26, 2014 at 11:48 PM, j-p <jptrkz@gmail.com> wrote:
Had a dummy vec4 using glVertexAttribPointer ready to test before realizing there's no way to send the values over to the shader without the "program" parameter.  Could the right outlet of glsl_program (the one that sends out the ID number) work for this?


On Mon, Aug 25, 2014 at 11:23 AM, Jack <jack@rybn.org> wrote:
Would be very nice !
++

Jack



Le 25/08/2014 17:10, IOhannes m zmölnig a écrit :
On 08/25/2014 03:49 PM, j-p wrote:
 I think at some point I'll
attempt a mod for gemvertexbuffer to add user-defined attributes that can
be passed to the vertex-shader.
yes, that would be great.

gfmadsr
IOhannes



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