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MCShader: use transformed attribute names in VertexFormat for Shader #62

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merged 1 commit into from
Oct 23, 2023

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This ensures that shader attributes are bound correctly. Shader calls glBindAttributeLocation using the names in the VertexFormat, not the names in the shader json. By constructing a custom VertexFormat, we can get around this.

This ensures that shader attributes are bound correctly. Shader calls
glBindAttributeLocation using the names in the VertexFormat, not the
names in the shader json. By constructing a custom VertexFormat, we can
get around this.
@Johni0702 Johni0702 merged commit d6937c4 into master Oct 23, 2023
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@Johni0702 Johni0702 deleted the fix/ushader-attribute-binding branch October 23, 2023 11:52
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