CityRenderingEngine/engine/rendering/Shader.cpp
/*
 * This function should set up which generic attribute attaches to which
 * input variable of the vertex shader. I always make my vertex shaders
 * use the same basic names (i.e "position" for positions...) so that it
 * becomes trivial to attach vertex data to shaders, without having to
 * mess around with layout qualifiers in the shaders themselves etc.
 */
This function should set up which generic attribute attaches to which
input variable of the vertex shader. I always make my vertex shaders
use the same basic names  so that it
becomes trivial to attach vertex data to shaders, without having to
mess around with layout qualifiers in the shaders themselves etc.
This function should set up which generic attribute attaches to which input variable of the vertex shader . I always make my vertex shaders use the same basic names so that it becomes trivial to attach vertex data to shaders without having to mess around with layout qualifiers in the shaders themselves etc .
void Shader::setDefaultAttributes()	{
    Renderer *renderer = Naquadah::getRenderer();
    if (renderer != nullptr) {
        bindAttributeLocation(program, VERTEX_BUFFER, "position");
        bindAttributeLocation(program, UV_MAP_BUFFER, "uv_map");
        bindAttributeLocation(program, NORMAL_BUFFER, "normal");
    }
}
void Shader :: setDefaultAttributes ( ) { Renderer * renderer = Naquadah :: getRenderer ( ) ; if ( renderer != nullptr ) { bindAttributeLocation ( program , VERTEX_BUFFER , " " ) ; bindAttributeLocation ( program , UV_MAP_BUFFER , " " ) ; bindAttributeLocation ( program , NORMAL_BUFFER , " " ) ; } }
This function should set up which generic attribute attaches to which
 input variable of the vertex shader.
This function should set up which generic attribute attaches to which input variable of the vertex shader .
//renderer->bindAttributeLocation(program, LOC_TANGENT_BUFFER, "tangent");