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    <div class="moz-cite-prefix">Le 24/08/2014 22:52, j-p a écrit :<br>
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cite="mid:CANDRNwECtUw93dmcb16Zi79O0MgNRHNc0yQDvBkk4EvH+r4vsQ@mail.gmail.com"
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        <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>
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    <br>
    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>
    ++<br>
    <br>
    Jack<br>
    <br>
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cite="mid:CANDRNwECtUw93dmcb16Zi79O0MgNRHNc0yQDvBkk4EvH+r4vsQ@mail.gmail.com"
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        <div class="gmail_extra"><br>
          <br>
          <div class="gmail_quote">On Sun, Aug 24, 2014 at 4:22 PM, Jack
            <span dir="ltr"><<a moz-do-not-send="true"
                href="mailto:jack@rybn.org" target="_blank">jack@rybn.org</a>></span>
            wrote:<br>
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              .8ex;border-left:1px #ccc solid;padding-left:1ex">
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                <div>Le 24/08/2014 21:55, j-p a écrit :<br>
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                    <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>
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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 class="HOEnZb"><font color="#888888"><br>
                    <br>
                    Jack<br>
                    <br>
                    <br>
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