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ilys4

3rd Attribute is not passed (GLSL)

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I have to pass the three normals through each vertex. So, I wrote, //.cpp glBindAttribLocation( ShaderNum, 1, "Normal1" ); glBindAttribLocation( ShaderNum, 2, "Normal2" ); glBindAttribLocation( ShaderNum, 3, "Normal3" ); glVertexAttrib3f( 1, mobj->pvVertexNormalArray[num1].x, mobj->pvVertexNormalArray[num1].y, mobj->pvVertexNormalArray[num1].z ); glVertexAttrib3f( 2, mobj->pvVertexNormalArray[num2].x, mobj->pvVertexNormalArray[num2].y, mobj->pvVertexNormalArray[num2].z ); glVertexAttrib3f( 3, mobj->pvVertexNormalArray[num3].x, mobj->pvVertexNormalArray[num3].y, mobj->pvVertexNormalArray[num3].z ); // vertex shader attribute vec3 Normal1; attribute vec3 Normal2; attribute vec3 Normal3; But, in vertex shader, Normal3 was assigned to vec3( 0.0, 0.0, 0.0 ) but Normal1 and Normal2 are... just normal.... Plz help me... I have to solve this problem until today...

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Use glGetAttribLocation() rather than glBindAttribLocation(). nVidia cards have fixed attribute bindings for fixed pipeline opengl attributes and you've and trampled all over them :-O ATI cards might do the same thing.

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