A little confused about generic vertex attributes...
#1 Members - Reputation: 109
Posted 17 August 2011 - 10:09 AM
Am I even thinking of all this correctly? Help is greatly appreciated to clear this up!
#2 Members - Reputation: 1264
Posted 17 August 2011 - 10:26 AM
// the old way.... glVertexPointer(3, GL_FLOAT, vertexStride, vertexDataPtr); glEnableClientState(GL_VERTEX_ARRAY); // the new way. // glslProgramHandle, is the handle generated from glGenPrograms. // The compiled shaders must be attached and the program must be linked correctly at this point (otherwise the attrib location will be -1). // I'm not entirely sure, but I think using "gl_Vertex" as the varying attribute name will cause problems on some GPU's I suspect. // Best to avoid using the standard names ;) // I don't think I've ever used the normalise argument though.... GLint vertexAttribId = glGetAttribLocation(glslProgramHandle, "gl_Vertex"); glVertexAttribPointer(vertexAttribId, 3, GL_FLOAT, false, vertexStride, vertexDataPtr); glEnableVertexAttribArray(vertexAttribId);
p.s. vertexDataPtr can either be a pointer to memory, or an offset into a VBO.
#3 Members - Reputation: 109
Posted 17 August 2011 - 07:56 PM
I suppose I still am a little confused. I guess what I'm really asking is, why would you need a generic attribute to bind to in the first place? Wouldn't the vertex shader analyze the VBO's contents and initialize the attribs off of that?
#4 Members - Reputation: 840
Posted 18 August 2011 - 01:19 AM
Not exactly sure what you mean here, but a generic attribute is basically a point you can bind a VBO to such that the VBO supplies data through that attribute.So does that mean that generic attributes hold the actual data used by the shader?
glVertexAttrib* (for example glVertexAttrib3f) are kind of like the 'immediate mode' equivalents of glVertexAttribPointer. Its the same thing as the difference between glColorPointer and glColor3f, if you're familiar with the deprecated non-generic attributes. One specifies a VBO as a data source, and the other just sets a constant value. If you had a shader that had a per-vertex color attribute, but you just wanted to draw a red model, then you can just call glVertexAttrib3f(colorIndex, 1,0,0), and this will set the input to 1,0,0 for all vertices if you don't bind a VBO to it.And what's the difference between glVertexAttribPointer and the other glVertexAttrib* functions?
I guess what I'm really asking is, why would you need a generic attribute to bind to in the first place? Wouldn't the vertex shader analyze the VBO's contents and initialize the attribs off of that?
Shaders don't know anything about VBOs, and VBOs don't know anything about shaders. Attributes are how you link VBOs to specific input variables in your shader. How would the program know which array of floats you want to be the position, which is the texcoords, which is the normals unless you tell it what they are? Setting up attributes is how you send which VBOs to which input variables.
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#5 Members - Reputation: 109
Posted 18 August 2011 - 09:27 PM
glVertexAttrib* (for example glVertexAttrib3f) are kind of like the 'immediate mode' equivalents of glVertexAttribPointer. Its the same thing as the difference between glColorPointer and glColor3f, if you're familiar with the deprecated non-generic attributes. One specifies a VBO as a data source, and the other just sets a constant value. If you had a shader that had a per-vertex color attribute, but you just wanted to draw a red model, then you can just call glVertexAttrib3f(colorIndex, 1,0,0), and this will set the input to 1,0,0 for all vertices if you don't bind a VBO to it.
And what's the difference between glVertexAttribPointer and the other glVertexAttrib* functions?I guess what I'm really asking is, why would you need a generic attribute to bind to in the first place? Wouldn't the vertex shader analyze the VBO's contents and initialize the attribs off of that?
Shaders don't know anything about VBOs, and VBOs don't know anything about shaders. Attributes are how you link VBOs to specific input variables in your shader. How would the program know which array of floats you want to be the position, which is the texcoords, which is the normals unless you tell it what they are? Setting up attributes is how you send which VBOs to which input variables.
Ahhh, this clears tons of things up. Never knew that's how the shaders got their information. Now I understand how all these functions really work!
Thanks for the awesome help guys!






