does glBindAttribLocation silently ignore names not found in a shader?
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rwols
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Published on 2013-06-25T15:01:25Z
Indexed on
2013/06/25
16:30 UTC
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Does glBindAttribLocation
silently ignore names that are not found? For example, in a shader:
// Some vertex shader
in vec3 position;
in vec3 normal;
// ...
And in some set up code:
// While setting up shader
GLuint program = glCreateProgram();
glBindAttribLocation(program, 0, "position");
glBindAttribLocation(program, 1, "normal");
glBindAttribLocation(program, 2, "color"); // What about this one?
glLinkProgram(program);
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