What you want to do can be easily done using a Uniform array. See the Uniform header. For the shader side of things, see the orange book, or attend my upcoming OpenGL 3 course: www.techsoupcorp.com.

Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466



Nico Kruithof wrote:
Hello,

I'm trying to extend the draw instanced example in such a way that I
can position the quads outside of the shader. So I would like to be
able to use an array of positions inside the vertex shader that I
would index with gl_InstanceID and use that to offset the current
instance. The array of positions would then be updated from the render
thread every frame in a callback.

Could someone tell me how to set this up in the shader and how to
access the array in the callback function?

Thanks,
Nico
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