[GEM-dev] GemVertexBuffer + Shader

j-p jptrkz at gmail.com
Sun Aug 24 22:52:19 CEST 2014


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?



On Sun, Aug 24, 2014 at 4:22 PM, Jack <jack at rybn.org> wrote:

>  Le 24/08/2014 21:55, j-p a écrit :
>
> Hi,
> 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?
>
> I have no idea is this is practical or possible within GEM setup, but if
> it is - any interest in adding this function?
>
>
> _______________________________________________
> GEM-dev mailing listGEM-dev at lists.iem.athttp://lists.puredata.info/listinfo/gem-dev
>
>  Hello,
>
> You can't pass individual uniform values to each vertex.
> I guess you try to pass individual values to each vertex. For this
> purpose, you can use attribute variables.
> You are limited with the VBO object of Gem to use "build-in" vertex
> attributes : position, color, texture, normal.
> 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.
> ++
>
> Jack
>
>
>
> _______________________________________________
> GEM-dev mailing list
> GEM-dev at lists.iem.at
> http://lists.puredata.info/listinfo/gem-dev
>
>
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://lists.puredata.info/pipermail/gem-dev/attachments/20140824/3034edaa/attachment.html>


More information about the GEM-dev mailing list