O'Reilly logo

OpenGL 4 Shading Language Cookbook Second Edition by David Wolff

Stay ahead with the world's most comprehensive technology and business learning platform.

With Safari, you learn the way you learn best. Get unlimited access to videos, live online training, learning paths, books, tutorials, and more.

Start Free Trial

No credit card required

Getting a list of active vertex input attributes and locations

As covered in the previous recipe, the input variables within a vertex shader are linked to generic vertex attribute indices at the time the program is linked. If we need to specify the relationship, we can either use layout qualifiers within the shader, or we could call glBindAttribLocation before linking.

However, it may be preferable to let the linker create the mappings automatically and query for them after program linking is complete. In this recipe, we'll see a simple example that prints all the active attributes and their indices.

Getting ready

Start with an OpenGL program that compiles and links a shader pair. You could use the shaders from the previous recipe.

As in previous ...

With Safari, you learn the way you learn best. Get unlimited access to videos, live online training, learning paths, books, interactive tutorials, and more.

Start Free Trial

No credit card required