VBO's + shader vertex attributes

ive compiled my vertex attributes in to VBO’s set them and all works fine.

but i get like 40fps rendering 30 polys!

if i change back to use vertex arrays, my fps goes back up to 300fps.

im just wondering if VBO’s are supposed to work fine with shaders?

i have a radeon 9600xt using v4.10 drivers

heres how i bind my vbo’s:

 
glEnableVertexAttribArrayARB(weight->handle);
			glBindBufferARB( GL_ARRAY_BUFFER_ARB, vboWeights );
			glVertexAttribPointerARB(weight->handle, 4, GL_FLOAT, GL_FALSE, 0, 0);
 

Well, I’ve been using VBOs and Vertex attributes together, and i get a massive double FPS :smiley: over VAs and Vertex Attribs.

I dont know why its not working for you, but i have a GF5900XT with 66.93 drivers so its probably your card’s drivers. Is anyone else having probs with VBOs and Vertex Attribs on ATI cards?..

Twixn

[EDIT] Oh and i forgot to ask, are you combining VA and VBO data in your rendering? because thats been known to slow things down, i dont think as much as your seeing, but it could be a contributing factor.

no, not for this test

I’ve had the same problem on Radeon 9800, so it definitely looks like the driver’s fault.
Switching (back) to texcoord abuse doubled or tripled my frame rate (about a million vertices per frame).

switching back to? you last sentence doesnt make sence

He switched back to passing the vertex attribute through a texCoord manually, instead of letting the driver do such a mapping.

Originally posted by spasi:
He switched back to passing the vertex attribute through a texCoord manually, instead of letting the driver do such a mapping.
Exactly.