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Posted 26 June 2012 - 04:09 AM
Posted 26 June 2012 - 06:41 AM
Edited by larspensjo, 26 June 2012 - 06:53 AM.
Posted 26 June 2012 - 07:13 AM
layout(location = 0) in vec4 position;
Edited by mhagain, 26 June 2012 - 07:14 AM.
It appears that the gentleman thought C++ was extremely difficult and he was overjoyed that the machine was absorbing it; he understood that good C++ is difficult but the best C++ is well-nigh unintelligible.
Posted 28 June 2012 - 05:12 AM
Nice to see! But that means that the call to
Got it solved!
I just had to use glGetAttributeLocation to get the identifiers from the linked shader program.
glBindAttribLocation() wasn't done before the linkage phase, or the identifiers would have been the one you specified.
If you are using the same VAO for more than one program, you can't useglGetAttributeLocation() as the results may be different.