im curently using vbo’s in my application, and have got shaders working, but seems there is no glTangentPointer,
now im using vbo’s for performance, and dont want to have to manually go a bind a tangent for each vertex when using shaders, surely there must be some way to bind an array to a shader parameter?
some 1 suggested BindAttributeLocation but there aint really much info on this on the net yet.