sometimes ago I got aware of the error with gl_LightSource array on ATI cards. Someone told me to pass the attributes as uniforms.
So, now is my question:
What is the best way to pass the attributes from the OpenGL state via Uniform to my shader?
Thanks in advance
The problem with gl_LightSource on ATI was when indirect indexing was used, if I’m used the term correctly. Example, gl_LightSource[some_variable]
If you hard code it, gl_LightSource, it works.
Put the light properties into vec4 uniforms or build a struct with the uniforms.
Thanks, I didn’t see what is so easy.
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