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#ActualLaval B

Posted 04 July 2013 - 03:11 PM

Ok, i think i figured it out. I can't use only one binding point, i need to have one for each uniform block. But i can use only one ubo and bind different part of the ubo to each uniform block using glBindBufferRange.

 

I still have one question though, must i call glGetUniformBlockIndex and glUniformBlockBinding after the program has been linked ?


#1Laval B

Posted 04 July 2013 - 03:10 PM

Ok, i think i figured it out. I can't use only one binding point, i need to have one for each uniform block. But i can use only one ubo and bind different part of the ubo to each uniform block using glBindBufferRange.

 

I still have one question though, must i call glGetUniformBlockIndex after linking and glUniformBlockBinding after the program has been linked ?


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