I have a project that's been working fine using floats, and I've changed it to use doubles instead of floats, and it doesn't work anymore. I've got a feeling it's maybe the layout of my Vertex, and now the Vertex has 3 position doubles, 3 normal doubles, and 2 texCoord floats. Does the following image look like this is a vertex layout/stride/size issue? Looks strange to me.
Here is my Vertex struct:
struct Vertex
{
glm::dvec3 position; // 24 bytes
glm::dvec3 normal; // 24 bytes
glm::vec2 texCoords; // 8 bytes
}; On the CPU there is no padding. Shader side there would be for a block, but for attributes I don't think it matters.
My vertex shader looks like this:
layout (location = 0) in dvec3 position;
layout (location = 2) in dvec3 vertNormal;
layout (location = 4) in vec2 vertTexCoords;
layout (location = 0) out dvec3 fragWorldPos;
layout (location = 2) out dvec3 fragNormal;
layout (location = 4) out vec2 fragTexCoords;
My fragment shader:
layout (location = 0) flat in dvec3 fragWorldPos;
layout (location = 2) flat in dvec3 fragNormal;
layout (location = 4) in vec2 fragTexCoords;
layout (location = 5) out vec4 outFragColour;
And my vertex attributes:
glVertexAttribPointer(0, 3, GL_DOUBLE, GL_FALSE, 56, (void*)nullptr);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1 (should be 2?), 3, GL_DOUBLE, GL_FALSE, 56, (void*)(3 * sizeof(double)));
glEnableVertexAttribArray(1); //Should be ?
glVertexAttribPointer(2 (should be 4?), 2, GL_FLOAT, GL_FALSE, 56, (void*)(48));
glEnableVertexAttribArray(2); //Should be ?
It basically looks like what happens when you're graphics card is about to die. It flickers a lot.
location
in vertex shader must match glVertexAttribPointer
and glEnableVertexAttribArray
. So, vertex shader must be edited.
afaik, you should not specify location for out
argument in vertex shader and for any arguments in fragment shader, they should be just passed as-is by name.
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