Advertisement Jump to content
Sign in to follow this  

GLSL Attribute VBO Matching

This topic is 2252 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

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.


Share this post

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

  • Advertisement

Important Information

By using, you agree to our community Guidelines, Terms of Use, and Privacy Policy. is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!