Lefteris
11-25-2010, 07:08 AM
Hey all,
I noticed something using the functions glGetActiveAttrib and glGetActiveUniform. If I try to run through all the uniform variables of the active shader I noticed that they are returned to me alphabetically. Same applies for attribute variables.
So for example variable "aaa" is at i = 0, "aab" at i=1, e.t.c.
Because in my application I need to be able to acquire all active variables and assign values to them this fact is quite useful to me.
But I have one question. I did not see this written anywhere. Could this be implementation specific depending on the user's graphics card? Or is this standard practice and I can rely on it always happening?
I noticed something using the functions glGetActiveAttrib and glGetActiveUniform. If I try to run through all the uniform variables of the active shader I noticed that they are returned to me alphabetically. Same applies for attribute variables.
So for example variable "aaa" is at i = 0, "aab" at i=1, e.t.c.
Because in my application I need to be able to acquire all active variables and assign values to them this fact is quite useful to me.
But I have one question. I did not see this written anywhere. Could this be implementation specific depending on the user's graphics card? Or is this standard practice and I can rely on it always happening?