I'm trying to pass vertex attributes to a GLSL vertex shader.

I've created the following vertex_list:
self.vertex_list = pyglet.graphics.vertex_list(
            num_verts,
            ('v3f/static', verts),
            ('t2f/static', tcs),
            ('0g1f', attribs),
            )

I've also put this in my GLSL vertex shader:

attribute float index;


But I'm unsure how to bind the attribute array to the GLSL input?

The GL spec says I should call glGetAttribLocationARB which receives the 
attribute name.
Should I call this, then use the returned value as the first value of the 
attribute?
Ie. "Xg1f" instead of "0g1f"


I'm using the GLSL shader wrapper from here incase that matters:
http://swiftcoder.wordpress.com/2008/12/19/simple-glsl-wrapper-for-pyglet/


Cheers,
Adam

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