Yah it's really only 2 values for UV. In error I was referring to my project - 8 is the total for the 4 sets composing a quad. Looks like it will be constricting either way... and then in other cases pos/tex/color/normal will all be needed. I think at some point I'll attempt a mod for gemvertexbuffer to add user-defined attributes that can be passed to the vertex-shader.
On Mon, Aug 25, 2014 at 5:56 AM, Jack <[email protected]> wrote: > Le 24/08/2014 22:52, j-p a écrit : > > 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? > > > If you want to use texcoord from table, according to the help file about > [gemvertexbuffer], you can send only 2 values : textureU and textureV. With > color from table you can send 4 values (R G B A). Color can be determined > in the shader, and you can get it with gl_Color (vec4 for R G B A). But > maybe i don't understand your last question correctly ? > ++ > > Jack > > > > > > > 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 >> >> > > > _______________________________________________ > GEM-dev mailing > [email protected]http://lists.puredata.info/listinfo/gem-dev > > > > _______________________________________________ > GEM-dev mailing list > [email protected] > http://lists.puredata.info/listinfo/gem-dev > >
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