OpenGL ES 2.0: attribute not bound on vertex shader -
i'm developing android application.
i have following vertex shader.
"attribute vec4 vertexposition; attribute vec4 vertexnormal; attribute vec2 vertextexcoord; varying vec2 texcoord; varying vec4 normal; uniform mat4 modelviewprojectionmatrix; void main() { gl_position = modelviewprojectionmatrix * vertexposition; normal = vertexnormal; texcoord = vertextexcoord; } ";
and fragment shader:
precision mediump float; varying vec2 texcoord; varying vec4 normal; uniform sampler2d texsampler2d; void main() { gl_fragcolor = texture2d(texsampler2d, texcoord); } ";
is there problem if left vertextexcoord unbound? think must use different vertex , fragment shader if model doesn't have texture, isn't?
thanks.
yes should have shader models without texture. otherwise, think experience implementation dependant behavior.
related that, opengl documentation says:
active attributes not explicitly bound bound linker when gllinkprogram called. locations assigned can queried calling glgetattriblocation.
so if vertex attributes enabled try vertextexcoord 1 of attributes. i'm not sure happen if no more number of attributes needed untextured model enabled , shouldn't rely on thing that. use shader.
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