Right - attribute not uniform. The texture table is a good candidate for non-texture VBOs - 8 parameters from the UV coordinates. Otherwise probably the color table? (4) - as color is usually determined in the shader or from the texture itself?
On Sun, Aug 24, 2014 at 4:22 PM, Jack <[email protected]> wrote: > Le 24/08/2014 21:55, j-p a écrit : > > Hi, > I'm trying to find a way to get each vertex in a VBO to send individual > uniform values to a connected shader. I was thinking it might be possible > to send these through an unused table... or maybe a 5th table could be > created (length given with msg) to be referenced by the shaders? > > I have no idea is this is practical or possible within GEM setup, but if > it is - any interest in adding this function? > > > _______________________________________________ > GEM-dev mailing > [email protected]http://lists.puredata.info/listinfo/gem-dev > > Hello, > > You can't pass individual uniform values to each vertex. > I guess you try to pass individual values to each vertex. For this > purpose, you can use attribute variables. > You are limited with the VBO object of Gem to use "build-in" vertex > attributes : position, color, texture, normal. > If you want to pass individual values to vertex, use one of this > "build-in" vertex attribute that you don't use and get the attribute in > your vertex shader. > ++ > > Jack > > > > _______________________________________________ > GEM-dev mailing list > [email protected] > http://lists.puredata.info/listinfo/gem-dev > >
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