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#Actualnkarasch

Posted 29 December 2012 - 07:36 PM

Nevermind, thank for the help. I found someone that explained the relationship between VBOs and VAOs. I was associating VAO's with the deprecated Vertex Arrays and ignoring everything that talked about them, funny mistake.


#3nkarasch

Posted 29 December 2012 - 07:01 PM

So no geometry at all can be draw drawn without applying an attribute from a shader? If so, what is an attribute...any of the out variables?

 

int positionLocation = glGetAttribLocation(shaderProgram, name);

what is name?

 

I have a pretty fancy setup I made for building the shaderProgram, it attaches a vertex shader and a fragment shader and completely works and has no deprecated function. I'm just trying to get rid of this deprecated stuff.


#2nkarasch

Posted 29 December 2012 - 06:42 PM

So no geometry at all can be draw drawn without applying an attribute from a shader? If so, what is an attribute...any of the out variables?
 

I have a pretty fancy setup I made for building the shader program, it attaches a vertex shader and a fragment shader and completely works. I'm just trying to get rid of this deprecated stuff.


#1nkarasch

Posted 29 December 2012 - 06:35 PM

So no geometry at all can be draw drawn without applying an attribute from a shader? If so, what is an attribute...any of the out variables?

 


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