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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