I couldn't find anything about this so here goes: What I'm trying to do is make a generic game engine, I want to be able to load any 3D object and apply any shader to that model.
I'm at the point where I need to know where the vertex attributes in the shader are so I can feed them to glVertexAttribPointer
, However, glVertexAttribPointer
takes as input the location of the attribute.
Different shaders could have different locations for the vertices. Is there a way to query the attributes in a shader and store them in a list in c++?
Post Answer: I've found the following answer that explains it in more detail.