Just checking if a function like glVertexAttrib3f() is meant to set the default value for an in attribute for a shader.
For example, if I am drawing a cube which doesnt actually have texture coordinates but my shader usually supports them, would I have to have multiple shaders or could I do something like the following...
glVertexAttrib3f(inTexCoords, 1, 2, 3);
And expect the attribute in my shader to have the vec3 value of 1, 2, 3?
So far it just seems to not draw anything, so I am wondering if this is correct functionaility or if I have a bug somewhere...