Hi,

Could you show the code that had problems when setting as ivec? Then I can
create a unit test for it.

Kind regards,
Rob
On 21 Dec 2014 12:16, "Tobias Jammer" <[email protected]> wrote:

> I kind of figured it out myself. The accessing of the vertex data works as
> I thought it should, however, there seems to be a problem with setting
> attributes as ivec4. When I use vec4 and then later cast to ivec4
> everything works.
>
> Am Samstag, 20. Dezember 2014 21:57:59 UTC+1 schrieb Tobias Jammer:
>>
>> Hi everyone,
>>
>> I want to do skinning for animations on the gpu in a shader. To draw, I
>> am using an indexed vertex list (through batch.add_indexed) and then draw
>> the batch. If I understand correctly I can attach some generic data to my
>> vertices (in addition to vertex data, normals etc.), so what I did is the
>> following:
>>
>> self.vertex_list = batch.add_indexed(
>>             length, self.mode, group,
>>             indices, *[('v3f/dynamic', self.verts),
>>                        ('n3f/dynamic', self.norms),
>>                        ('c4f/static', self.color * length),
>>                        ('4g4f/static', weights), ('5g1i/static', w_lens),
>>                        ('6g4i/static', w_bone_ids)])
>>
>> Only now I'm stuck when it comes to accessing this data in the shader
>> program. I tried
>>
>> layout(location = 4) in vec4 weights;
>> layout(location = 5) in int count;
>> layout(location = 6) in ivec4 bone_ids;
>>
>> but this doesn't seem to work.
>>
>> What's the correct way to do this?
>>
>> Best
>> Tobias
>>
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