C++ (Qt)glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
glSlanglayout(location = 0) in vec3 vertexMPS;
C++ (Qt)glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);QGLShaderProgram::bindAttributeLocation("vertexMPS", 0);
glSlangin vec3 vertexMPS;
C++ (Qt)glActiveTexture(GL_TEXTURE0);glBindTexture(textureID);glUniform1i(shaderUniformID, 0);
C++ (Qt)m_positionBuffer.create();m_positionBuffer.setUsagePattern( QOpenGLBuffer::StreamDraw );m_positionBuffer.bind();m_positionBuffer.allocate( positionData, vertexCount * 3 * sizeof( float ) );m_shaderProgram.enableAttributeArray( "vertexPosition" );m_shaderProgram.setAttributeBuffer( "vertexPosition", GL_FLOAT, 0, 3 );
C++ (Qt)static GLfloat const triangleVertices[] = { ...} int vertexLocation = m_shaderProgram.attributeLocation("vertex"); m_shaderProgram.enableAttributeArray(vertexLocation); m_shaderProgram.setAttributeArray(vertexLocation, triangleVertices, 3);
C++ (Qt)QVector<QVector3D> ...;m_shaderProgram.setAttributeArray("vertex", vertices.constData());m_shaderProgram.enableAttributeArray("vertex");