Hi,
I’m building an anisotropic shader so I need to set the tangent and binormal vector for each vertex but when I set the binormal like this:
GLint BLoc = glGetAttribLocation(*sp,"B"); glVertexAttrib3f(BLoc, b.x,b.y,b.z);
I get glitches, even when I don’t use the attribute value in my shader at all.
What could be wrong?
Thanks, Beau
“glitches” - sorry, I don’t know this word. I’ll just assume you have performance issues. You should use glGetAttribLocation only once, after you link your shader. Locations don’t change unless you re-link shader.
I figured it out…shouldn’t call glGetAttributeLocation within glBegin
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