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@tpltnt tpltnt commented Apr 17, 2016

Hi there,

here are some adjustments for the shader chapter.


Rendering an ofMesh start out as some vertex buffers on the CPU side that get filled with arrays of vertex attributes like colors or positions or texture coordinates. These attributes are used as the inputs into the vertex shader, this is what you're working with in your vertex shader. When you call draw() on an ofMesh the indexes control how the vertices get assembled into triangles later on.
Rendering an ofMesh starts out as some vertex buffers on the CPU side are getting filled with arrays of vertex attributes like colors or positions or texture coordinates. These attributes are used as the inputs into the vertex shader, this is what you're working with in your vertex shader. When you call draw() on an ofMesh the indexes of the arrays with the vertex attributes control how the vertices get assembled into triangles later on.

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this is not correct, the indices refer to the specific indices vector not to the indices of the attributes

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I removed the mentioning of indexes to simplify the explanation. Better now?

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tpltnt commented Apr 22, 2016

ping

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tpltnt commented May 25, 2016

ping

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