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authorBrian Paul <[email protected]>2009-05-22 13:00:49 -0600
committerBrian Paul <[email protected]>2009-05-22 13:00:49 -0600
commit58fadc624281b3f0bbe084e3e8af28a61036ca94 (patch)
treea3c62a35723a234e44a8db60551ef93592530fee /progs/glsl
parent995456f9305593005f8466520314ee087f3d422a (diff)
demos: fix multitex.c VertCoord attribute mapping
If the multitex.vert shader uses the VertCoord generic vertex attribute instead of the pre-defined gl_Vertex attribute, we need to make sure that VertCoord gets bound to generic vertex attribute zero. That's because we need to call glVertexAttrib2fv(0, xy) after all the other vertex attributes have been set since setting generic attribute 0 triggers vertex submission. Before, we wound up issuing the vertex attributes in the order 0, 1, 2 which caused the first vertex to be submitted before all the attributes were set. Now, the attributes are set in 1, 2, 0 order.
Diffstat (limited to 'progs/glsl')
-rw-r--r--progs/glsl/multitex.c17
1 files changed, 16 insertions, 1 deletions
diff --git a/progs/glsl/multitex.c b/progs/glsl/multitex.c
index b4be463787a..bbf58af055d 100644
--- a/progs/glsl/multitex.c
+++ b/progs/glsl/multitex.c
@@ -271,9 +271,24 @@ CreateProgram(const char *vertProgFile, const char *fragProgFile,
InitUniforms(program, uniforms);
+ VertCoord_attr = glGetAttribLocation_func(program, "VertCoord");
+ if (VertCoord_attr > 0) {
+ /* We want the VertCoord attrib to have position zero so that
+ * the call to glVertexAttrib(0, xyz) triggers vertex processing.
+ * Otherwise, if TexCoord0 or TexCoord1 gets position 0 we'd have
+ * to set that attribute last (which is a PITA to manage).
+ */
+ glBindAttribLocation_func(program, 0, "VertCoord");
+ /* re-link */
+ glLinkProgram_func(program);
+ /* VertCoord_attr should be zero now */
+ VertCoord_attr = glGetAttribLocation_func(program, "VertCoord");
+ assert(VertCoord_attr == 0);
+ }
+
TexCoord0_attr = glGetAttribLocation_func(program, "TexCoord0");
TexCoord1_attr = glGetAttribLocation_func(program, "TexCoord1");
- VertCoord_attr = glGetAttribLocation_func(program, "VertCoord");
+
printf("TexCoord0_attr = %d\n", TexCoord0_attr);
printf("TexCoord1_attr = %d\n", TexCoord1_attr);
printf("VertCoord_attr = %d\n", VertCoord_attr);