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Thread: glsl generic vertex attributes

  1. #1
    Intern Contributor
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    glsl generic vertex attributes

    Hi,

    I have a bit of a problem with generic vertex attributes.
    first of all, i do know that the shader works since it performs well when i use the standard GL array commands -- glVertexPointer, etc... --- but once i substitute generics instead of those, the code just crashes ... i tracked down the problem to one thing ... BINDING ... the generic vertex attribues have a binding issue, except for vertexAttrib0 which is hardwired to gl_vertex.
    I do get the proper binding locations using GetAttribLocation, I have also tried using the bind function instead ... in both cases i was met with code crashes. So, is this an ATI driver bug ? do generic vertex attributes work using current ATI drivers ? anyone having same problem ?
    Thanks in advance.

  2. #2
    Intern Contributor spasi's Avatar
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    Re: glsl generic vertex attributes

    Same problem here (among many others) on GeFX, using Forceware 56.64. The attribute binding doesn't work and I even had problems with the returned attrib locations. For example, I'm getting 0 for a tangent attribute, when obviously that's the vertex position. Later I found out I had to +1 the location I was getting.
    spasi
    zDimensions

  3. #3
    Member Regular Contributor
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    Re: glsl generic vertex attributes

    Hello!

    Had the same problem (with both, ATI and nVidia). This is surely a bug!
    ATI said that this problem will be solved in one of the next releases. But I don't know anything about NV...
    There is a theory which states that if ever anybody discovers exactly what the Universe is for and why it is here, it will instantly disappear and be replaced by something even more bizarre and inexplicable.

    There is another theory which states that this has already happened...

  4. #4
    Senior Member OpenGL Guru Relic's Avatar
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    Re: glsl generic vertex attributes

    Bugs aside, make sure you link (again) after changing generic attribute bindings.

  5. #5
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    Re: glsl generic vertex attributes

    I did perform a re-link operation after doing an explicit bind. but still that doesn't work.
    the only way I can think of to get around this, is to use the MultiTexture attributes arrays to pass the extra needed attributes. I haven't tried this yet, but i guess that it should work since no explicit binding is being performed and no generics are used. but this will not produce elegant code though.
    I would like to thank eveyone for their responses.

  6. #6
    Member Regular Contributor
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    Re: glsl generic vertex attributes

    Yes, using gl_MultiTexCoordX worked at my application without any problems.
    There is a theory which states that if ever anybody discovers exactly what the Universe is for and why it is here, it will instantly disappear and be replaced by something even more bizarre and inexplicable.

    There is another theory which states that this has already happened...

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