<div dir="ltr">Yah it's really only 2 values for UV. In error I was referring to my project - 8 is the total for the 4 sets composing a quad. Looks like it will be constricting either way... and then in other cases pos/tex/color/normal will all be needed. I think at some point I'll attempt a mod for gemvertexbuffer to add user-defined attributes that can be passed to the vertex-shader.<br>
<div class="gmail_extra"><br><div class="gmail_quote">On Mon, Aug 25, 2014 at 5:56 AM, Jack <span dir="ltr"><<a href="mailto:jack@rybn.org" target="_blank">jack@rybn.org</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
<div bgcolor="#FFFFFF" text="#000000">
<div>Le 24/08/2014 22:52, j-p a écrit :<br>
</div><div class="">
<blockquote type="cite">
<div dir="ltr">
<div>Right - attribute not uniform. The texture table is a good
candidate for non-texture VBOs - 8 parameters from the UV
coordinates. Otherwise probably the color table? (4) - as
color is usually determined in the shader or from the texture
itself?<br>
</div>
</div>
</blockquote>
<br></div>
If you want to use texcoord from table, according to the help file
about [gemvertexbuffer], you can send only 2 values : textureU and
textureV. With color from table you can send 4 values (R G B A).
Color can be determined in the shader, and you can get it with
gl_Color (vec4 for R G B A). But maybe i don't understand your last
question correctly ?<br>
++<span class="HOEnZb"><font color="#888888"><br>
<br>
Jack</font></span><div class=""><br>
<br>
<br>
<blockquote type="cite">
<div dir="ltr">
<div>
</div>
<br>
<div class="gmail_extra"><br>
<br>
<div class="gmail_quote">On Sun, Aug 24, 2014 at 4:22 PM, Jack
<span dir="ltr"><<a href="mailto:jack@rybn.org" target="_blank">jack@rybn.org</a>></span>
wrote:<br>
<blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
<div bgcolor="#FFFFFF" text="#000000">
<div>Le 24/08/2014 21:55, j-p a écrit :<br>
</div>
<blockquote type="cite">
<div>
<div dir="ltr">Hi,<br>
I'm trying to find a way to get each vertex in a
VBO to send individual uniform values to a
connected shader. I was thinking it might be
possible to send these through an unused table...
or maybe a 5th table could be created (length
given with msg) to be referenced by the shaders?<br>
<br>
I have no idea is this is practical or possible
within GEM setup, but if it is - any interest in
adding this function?<br>
</div>
<br>
<fieldset></fieldset>
<br>
</div>
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Hello,<br>
<br>
You can't pass individual uniform values to each vertex.<br>
I guess you try to pass individual values to each
vertex. For this purpose, you can use attribute
variables.<br>
You are limited with the VBO object of Gem to use
"build-in" vertex attributes : position, color, texture,
normal.<br>
If you want to pass individual values to vertex, use one
of this "build-in" vertex attribute that you don't use
and get the attribute in your vertex shader.<br>
++<span><font color="#888888"><br>
<br>
Jack<br>
<br>
<br>
</font></span></div>
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