Hi,
I have this problem:
At the moment I using RenderMonkey to do some GLSL shader programs. In RenderMonkey the Tangent and Binormal for every vertex is given by:
attribute vec3 rm_Tangent;
attribute vec3 rm_Binormal;
I’m implementing this in Opengl.
At the moment I can calculate the Tangent and Binormal for every vertex, but How Do I Pass This Values To The Shader Program in OPENGL???
I know passing Uniforms and samplers in OpenGL can be done like this:
// Send Uniforms and samplers
glUseProgramObject(shaderProgram);
int myColor3f_Location = glGetUniformLocation(shaderProgram, “myColor3f”);
glUniform3f(myColor3f_Location, 1.0f, 0.5f, 0.2f);
int mySampler2D_Location = glGetUniformLocation(shaderProgram, “mySampler2D”);
glActiveTexture(GL_TEXTURE0); // MultiTexture activate Texture0
glBindTexture(GL_TEXTURE_2D, texture[0]);
glUniform1i(mySampler2D_Location, 0);
But how do I send Attributes??
Thanks.