So, I’ve been trying for some time to pass an array of vertex attributes to a geometric shader. This is a float array (where the attribute to the top is just a floating point value)
Now, when I put this in a geometric shader:
attribute float nodesizes;
The shader compiler complains:
OpenGL requires geometry inputs to be arrays
How to accurately convey it?
Also, here is my code for pegging the vertex:
glBindAttribLocation(programid, 1, "nodesizes"); glVertexAttribPointer(1, 1, GL_FLOAT, GL_FALSE, 0, array); glEnableVertexAttribArray(1);
Am I doing something wrong?
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