Jump to content
  • Advertisement
Sign in to follow this  

OpenGL Question: VertexAttributes

This topic is 2571 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

i've started to learn opengl, and got stuck on the vertexattribute thingy.

I basically know that i 'connect' my vertex data trough VertexArrayObjects with my Shader

But what happens if my shader has more "in" variables (don't know how to name it) than my VAO ==> the shader doesn't draw anything, no warning, no nothing is there any possibility to check in the shader if a "in" variable has been used or not ?!

GL.BindBuffer(BufferTarget.ArrayBuffer, normalVboHandle);
GL.VertexAttribPointer(1, 3, VertexAttribPointerType.Float, true, Vector3.SizeInBytes, 0);
GL.BindAttribLocation(shader.shaderProgramHandle, 1, "in_normal");*/

for example if i comment these lines in my code out, my proggi draws nothing
can i do something like this in my vertex shader?:

#version 130
precision highp float;

uniform mat4 projection_matrix;
uniform mat4 modelview_matrix;

in vec3 in_position;
in vec3 in_normal;
out vec3 normal;

void main(void)
//works only for orthogonal modelview
if(the in_normal was bound to an attribute location)
normal = (modelview_matrix * vec4(in_normal, 0)).xyz;
normal = vec3(0,0,0);}
gl_Position = projection_matrix * modelview_matrix * vec4(in_position, 1);}";

or would it be possible to bind an empty buffer? so i could use the same shader for less attributes
i'm a bit confused about all that stuff x)

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!