You're using OpenGL 2.1 so you have to pull the attribute indexes using glGetAttribLocation()
. You can't just hope the GLSL compiler puts vertexes on 0
and texcoords on 2
:
void render(Shader* shader_program = NULL)
{
if (shader_program)
shader_program->bind();
GLint position_loc = glGetAttribLocation( shader_program->id(), "position" );
GLint tex_loc = glGetAttribLocation( shader_program->id(), "tex" );
GLint normal_loc = glGetAttribLocation( shader_program->id(), "normal" );
glEnableVertexAttribArray( position_loc );
glEnableVertexAttribArray( normal_loc );
glEnableVertexAttribArray( tex_loc );
for (size_t i = 0; i < entries.size(); ++i)
{
glBindBuffer(GL_ARRAY_BUFFER, entries[i].vb);
// I think this tells it where to look for the vertex information we've loaded.
glVertexAttribPointer(position_loc, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0);
glVertexAttribPointer(normal_loc, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const GLvoid*)12); // starts at 12 because 3 floats for position before 2 floats for normal
glVertexAttribPointer(tex_loc, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const GLvoid*)20); // makes room for 5 floats
...
You could also tell OpenGL where to put them (glBindAttribLocation()
) before you link your shader but the way you have things set up would make that kinda messy.
In OpenGL 3.1+ you can force the compiler to put attributes on particular indexes via the layout
qualifier.