Explicit vs Automatic attribute location binding for OpenGL shaders
问题 When setting up attribute locations for an OpenGL shader program, you are faced with two options: glBindAttribLocation() before linking to explicitly define an attribute location. or glGetAttribLocation() after linking to obtain an automatically assigned attribute location. What is the utility for using one over the other? And which one, if any, is preferred in practice? 回答1: I know one good reason to prefer explicit location definition. Consider that you hold your geometry data in Vertex