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Re : How to use PShader.bind / PShader.unbind ?

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Hello Andres !

Thank you for your message !
I'm using custom attributes, then I need to use openGl function to enable and define the FloatBuffers.
Something like that 
  1.   pgl = beginPGL();
  2.   scaleLoc = pgl.getAttribLocation(testShader.glProgram, "inScale");
  3.   pgl.enableVertexAttribArray(scaleLoc);
  4.   pgl.vertexAttribPointer(scaleLoc, 3, PGL.FLOAT, false, 0, scaleData);
Do I have to use bind before 'beginPGL()' and unbind after 'endPGL()' ?

I checked your blog a lot of time... 
Thanks a lot for your work (and your help) !





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