VBO's and tangent vector?

I started converting my code to use vertex buffer objects and my vertex and fragment program require per vertex tangent vectors.
My shader gets my vertices, normals and texture coords but nothing else. Is there a client state that needs to be enabled before calling glDrawArrays?

I call glBindBufferARB and then glVertexAttribPointerARB with the location on the attribute but this data does not get passed on to the shader.

Call glEnableVertexAttribArrayARB(index).

Thank you, it now works, performance from 20fps to 600fps. Now my performance is no longer limited by transfering poly’s to the card.

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