Skip to content

discussion on attribute locations #2

@mattdesl

Description

@mattdesl

leaving this here for future discussion.

The problem: let's say we have a utility mesh like gl-sphere and it expects attributes in the order [ position, colors, normals ]. However, we want to give the user the ability to render it with a custom shader -- but their shader might have attributes in the order [position, normals, colors].

The solution should not need to re-compile shaders since it's expensive and doesn't allow for shader re-use.

One idea is to use string aliases when defining the attributes of a VAO, and have the user pass a shader to vao.bind(). Then the VAO always knows which attribute locations to bind, assuming the gl-shader has them listed in the correct order.

Metadata

Metadata

Assignees

No one assigned

    Labels

    No labels
    No labels

    Type

    No type

    Projects

    No projects

    Milestone

    No milestone

    Relationships

    None yet

    Development

    No branches or pull requests

    Issue actions