Hello,

On Tue, 2014-07-15 at 16:40 +0800, Gerrit Voß wrote:
> 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.

I pushed the commit, could you try and let me know if it works.

kind regards
 gerrit



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