Hello,

On Tue, 2014-07-15 at 09:37 +0200, Johannes wrote:
> Hello Gerrit,
> 
> > On Thu, 2014-07-10 at 21:40 +0800, Gerrit Voß wrote:
> >
> > ok, I have an idea what goes wrong. I'll try to figure out a fix.
> > Currently I'm not sure if an automatic solution can be found. Would
> > it be a problem for you to explicitly mark the shader if it needs
> > vertex attributes (e.g. contains a layout(location = ...)) statement
> > or not ?
> >
> So that means, I do have to figure out at run time, which shader code I 
> have to use, which implies that I have to change the shader code of 
> loaded (perhaps foreign) models on the fly?
> So, I'm not a big fan of such a solution :-)
> 
> Can you elaborate what goes wrong?

the old problem, on non NVidia you have to know how the the GPU accesses
the vertex attributes (no shader/shader | shader with attribs) in order
to submit them correctly as there is no aliasing except for attribute
0. 

Currently I check the active attribute names and if any of them does not
start with "gl_" assume that custom attributes are used. OpenGL forbids
the use of gl_ so that should be fine (both the ATI/NVidia compilers
complain if you do)

That solution seem to work for now, I will commit it soon. With it
your example works correctly.

kind regards
  gerrit



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