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GLSL Attribute VBO Matching

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Hey Guys/Gals:

I got a quick question regarding GLSL. If I have a shader who's inputs only take position/texture and bind those to attribute id's 0 for position and 1 for texture. If my VBO is interleaved with position/normal/texture... that should be ok assuming I match the vertex pointers up correctly binding attribute 0 to position + 0 offset and a size of my structure and bind attribute 1 to texture + texOffset and a size of my structure right?

Another words, it shouldn't matter that normals are in my VBO even though the shader doesn't use it, correct?

I'm pretty sure of this answer.


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