Original Post
Hey everybody, I've been reading a bit more of the 3.3 Spec, and I'm a bit confused as to how generic attributes are bound to their vertex shader counterparts... It looks to me that the generic attributes are used if the corresponding vertex buffer data is undefined. I can understand that, but once I get into the glVertexAttrib* functions I start getting a bit confused. They give a values parameter, and an index parameter. I can guess that the values parameter is used for the default values for the generic attribute, but I don't know how to specify the index parameter. Does it match the generic attribute with the attribute in the vertex shader? Is this how they're bound? If so how do I set the index parameter to point to what I want in the vertex shader? I do see the glGetAttribLocation function, but I thought that I can't use that until the program is linked, and by that time the generic attributes would already be assigned by the GL.
Am I even thinking of all this correctly? Help is greatly appreciated to clear this up!
Am I even thinking of all this correctly? Help is greatly appreciated to clear this up!