[GEM-dev] GemVertexBuffer + Shader

j-p jptrkz at gmail.com
Wed Aug 27 20:19:17 CEST 2014


(follow up)

Below is the test setup for a user-defined attribute in gemvertexbuffer.cpp:
(m_shader is the 5th vbo for test, attribute index is set to 0)
(just for this test I have set the program parameter in
"glBindAttribLocation" to "1" because of this output when a glsl_program is
linked with vert/frag shaders for the first time:
"[glsl_program]: linked shaders 4 2: 1")

code:

if(m_shader.render()) {
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, 0);     // index, size,
etc etc
glEnableVertexAttribArray(0);    // index
glBindAttribLocation(1, 0, "gemAttrib1");       // program, index, attribute
}

I use "gemAttrib1" to set the fragColor but it's not working.

vert file:

attribute vec4 gemAttrib1;
varying vec4 color1;

void main()
{
   color1 = gemAttrib1;
   gl_Position = ftransform();
}

frag file:

varying vec4 color1;
void main()
{
gl_FragColor = color1;
}



On Tue, Aug 26, 2014 at 11:48 PM, j-p <jptrkz at gmail.com> wrote:

> Had a dummy vec4 using glVertexAttribPointer ready to test before
> realizing there's no way to send the values over to the shader without the
> "program" parameter.  Could the right outlet of glsl_program (the one that
> sends out the ID number) work for this?
>
>
> On Mon, Aug 25, 2014 at 11:23 AM, Jack <jack at rybn.org> wrote:
>
>>  Would be very nice !
>> ++
>>
>> Jack
>>
>>
>>
>> Le 25/08/2014 17:10, IOhannes m zmölnig a écrit :
>>
>> On 08/25/2014 03:49 PM, j-p wrote:
>>
>>   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.
>>
>>  yes, that would be great.
>>
>> gfmadsr
>> IOhannes
>>
>>
>>
>>
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>>
>>
>>
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