I have quick question when it comes to OpenGL ES 2.0 and shader attributes:
What is the best way to deal with the location that OpenGL assigns a shader attribute?
What I mean is when I use glVertexAttribPointer to "map" my vertex buffer / vertex shader the location matters in the sense that if one device returns 1 and 2 for my vertexPosition and color attributes. And then another device decides to returns 20 for the vertexPosition and 10 for the color attribute.
Wont that mess up my mapping? Causing the shader to mess up what should be displayed to the screen.
In this case my vertex buffer is packed like [VC VC VC VC]