Something else i been trying to wrap my head around.
Since i changed the old glVertexPointer glTexCoordPointer calls to use glVertexAttribPointer i had to do quite some guesswork as to the index locations.
For one glVertexAttribPointer(2, 3, GL_FLOAT, false, sizeof(idDrawVert), ac->normal.ToFloatPtr()); in draw_common.cpp uses index 2 while it uses index 11 in draw_arb2.cpp
changing it to 11 works but i noticed something strange with reflections being REALLY reflective if i do that
So normals can have another index and reacts differently hum ??? now i know with glsl that i can get the correct index number via a glGet call but im not sure how to go about this with ARB assembly.
Ill only use this to get the known index numbers which i will then hardcode into an enumerator (should be somewhat faster) but i need a function that can do this.
these are the ones i been able to find so far.
glEnableVertexAttribArray(0); // vertex
glDisableVertexAttribArray(2); // also uses the normals for reflection
glDisableVertexAttribArray(3); // color
glEnableVertexAttribArray (8); // texcoord
glDisableVertexAttribArray(9); // tangents 0
glDisableVertexAttribArray(10); // tangents 1
glDisableVertexAttribArray(11); // normals
this is from the setup that works.
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