This PG
throws an error when I try to use uv6
w/ a texture applied

so I thought I’d just regex that out if it was being declared other than me declaring it, like so
"!in vec2 uv6;": "",
"!attribute vec2 uv6;": "",
but that doesn’t work : /
Is there a way I can get rid of this and use a vert buffer to carry my extra data?
also is uv4
, uv5
, and uv6
smth that’s being used for smth important internally? cuz I wanted to have my own extra data in it : O
tysm! : )
Cedric
2
Does it need to be name uv6
? I believe any name is fine as long as it’s not already in use
1 Like
you’re right! for instanced buffer I can use any name : )
but for regular vertex buffers, can I use any name as well?
like in this PG
afaik I’m limited to,
indices
, positions
, normals
, tangents
, uvs
, uvs2
, uvs3
, uvs4
, uvs5
, uvs6
, colors
, matricesIndices
, matricesWeights
, matricesIndicesExtra
, matricesWeightsExtra
yeah?
Cedric
4
In this example from the documentation, a new vertex data texIndices
is created, filled and used in the vertex shader and forwarded to the fragment.
2 Likes
thank you so so much! this solves my problem : D
1 Like