how does one set attribute variables *per vertex* within a shader or
slab vertex program? Ideally I would like to be able to use a
sampler2DRect *within* a vertex program, but I understand that this
is not possible with the current opengl version (is this correct, at
least, I get errors specifying I have 0 vertex texture buffers and am
trying to allocate 1 from the debugger). Besides my ideal case of
using a texture directly, I would like to set the attribute variables
to offset geometry.
Is this easily possible, to use a float 32 texture, use its values as
attribute variables and pass them to a vertex program inbetween
glBegin and glEnd, as per
id like not to have to go a readback to a matrix and then jit.spill, -
> back to the gpu as attribute data, or something like that.
is this a time to use GLLua ?
Id love to keep this 'strictly Jitter native', sans 3rd party solutions
Wes, Andrew B? Randy J? ! Help, you are my only hope!
v a d e //