Hey,
I want to bind my vertex data to a PySide QGLShaderProgram using
vertex-buffer objects.
This is my simple passthrough vertex shader:
#version 130
in vec3 aPosition;
uniform mat4 projMatrix;
uniform mat4 modelviewMatrix;
void main()
{ gl_Position = projMatrix * modelviewMatrix * vec4(aPosition.x ,
aPosition.y, aPosition.z, 1.0); }
I can retrieve the aPosition attribute location with
attributeLocation("aPosition"), also for the uniform matrices. I was
able to set the matrices with setUniformValueArray using the
QMatrix4x4 object. But how can I bind my (VBO) vertex data? I cannot
find an appropriate function prototype for setUniformValueArray. Is
there any other way or should I directly use OpenGL?
Thanks,
Stephan
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