In OpenGL 4 I would maybe create a uniform buffer with glBufferStorage (if available to you) otherwiese glBufferData. I would then use glBindBufferBase with an explicit binding point, as to avoid any shader reflection.
pValue is a pointer to a vec3. sizeof(pValue) is the size of a pointer as a multiple as the size of a char. Probably 8 or 4 or something.
What is your vec3 anyway? Does it really store exactely 3 float value with no padding whatsoever?
What is your vec3 anyway? Does it really store exactely 3 float value with no padding whatsoever?[/QUOTE]
vec3 is a glm::vec3 from an OpenGl Mathematics library
glm.g-truc.net/0.9.5/index.html
I thought that it stores 3 float values as a vec3. When I pass just one vec3, everything works fine. Only the array isn`t working.