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Re: [Public WebGL] vertex attrib 0



Oof, ok; I forgot that's how the discussion went.

    - Vlad

----- "Kenneth Russell" <kbr@google.com> wrote:

> No, we agreed during the recent face-to-face that WebGL will always
> emulate the OpenGL ES 2.0 behavior, in which vertex attribute 0 is
> not
> special. This is achievable; Gregg Tavares has implemented it on
> desktop GL and can describe the techniques necessary.
> 
> This decision has been documented at
> http://khronos.org/webgl/wiki/WebGL_and_OpenGL_Differences .
> 
> -Ken
> 
> On Wed, Jun 9, 2010 at 11:38 AM, Vladimir Vukicevic
> <vladimir@mozilla.com> wrote:
> >
> > In the interest of avoiding "what the heck is going on, why does it
> not work?" head-scratching, I suggest that calling a drawing operation
> without an enabled array at vertex attrib index 0 should generate
> INVALID_OPERATION.
> >
> >    - Vlad
> >
> > ----- "Vladimir Vukicevic" <vladimir@mozilla.com> wrote:
> >
> >> A while ago we had a discussion about making vertex attrib index 0
> >> special, and requiring that it be enabled with an array bound, but
> I
> >> don't think we ever documented that anywhere.  I think we have to
> add
> >> this -- the gl-vertexattrib.html test in the test suite fails with
> >> attrib index 0 on a wide variety of cards/desktop GLSL drivers,
> but
> >> works fine with index 1.
> >>
> >>     - Vlad
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