On 10/24/2012 05:28 AM, Daniel Schmid wrote:

Since the material code is unique within geometries, so actually I would need to transfer it only once per Geometry. If I change to BIND_OVERALL, the data is no longer transferred, or at least my shader cannot detect it anymore. I thought i should maybe reduce the VertexAttribArray (l_Array) to one single entry, but this doesn't work either.

What is the correct way of passing general or common data, on a per geometry (and not vertex) basis?


I don't think BIND_OVERALL is valid for generic attributes. Sergey's right, use a Uniform.

--"J"

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