Le 24/08/2014 22:52, j-p a écrit :
If you want to use texcoord from table, according to the help file about [gemvertexbuffer], you can send only 2 values : textureU and textureV. With color from table you can send 4 values (R G B A). Color can be determined in the shader, and you can get it with gl_Color (vec4 for R G B A). But maybe i don't understand your last question correctly ?Right - attribute not uniform. The texture table is a good candidate for non-texture VBOs - 8 parameters from the UV coordinates. Otherwise probably the color table? (4) - as color is usually determined in the shader or from the texture itself?
++
Jack
On Sun, Aug 24, 2014 at 4:22 PM, Jack <jack@rybn.org> wrote:
Le 24/08/2014 21:55, j-p a écrit :
Hello,Hi,
I'm trying to find a way to get each vertex in a VBO to send individual uniform values to a connected shader. I was thinking it might be possible to send these through an unused table... or maybe a 5th table could be created (length given with msg) to be referenced by the shaders?
I have no idea is this is practical or possible within GEM setup, but if it is - any interest in adding this function?
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You can't pass individual uniform values to each vertex.
I guess you try to pass individual values to each vertex. For this purpose, you can use attribute variables.
You are limited with the VBO object of Gem to use "build-in" vertex attributes : position, color, texture, normal.
If you want to pass individual values to vertex, use one of this "build-in" vertex attribute that you don't use and get the attribute in your vertex shader.
++
Jack
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