On iOS devices is it wise to bind attributes (and how do you choose the index number to bind to)? In my application, I have several shaders, and keeping track of all the attributes/uniforms is getting cumbersome. But I’ve read that nVidia imposes restrictions on indexes, and that has me thinking glBindAttribLocation should be avoided in general.
On iOS devices is it wise to bind attributes (and how do you choose
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“But I’ve read that nVidia imposes restrictions on indexes“
What you’re talking about is for Desktop OpenGL, which is not the same as OpenGL ES. So it doesn’t apply to you.
This is incorrect even for desktop GL. It is true that NVIDIA does illegally alias between built-in attributes and user-defined ones. But that’s irrelevant if you never use built-in attributes. And you shouldn’t. So if you don’t, there’s nothing to worry about.