glsl double-precision vertex buffer
If I create a double-precision vertex buffer, for example: GLuint vertBuffer, spanBuffer, spanCount, patchSize, program; // already setup glUseProgram (program); glEnableClientState (GL_VERTEX_ARRAY); glBindBuffer (GL_ARRAY_BUFFER, vertBuffer); glVertexPointer (3, GL_DOUBLE, 0, 0); glPatchParameteri (GL_PATCH_VERTICES, patchSize); glBindBuffer (GL_ELEMENT_ARRAY_BUFFER, spanBuffer); glDrawElements (GL_PATCHES, spanCount * patchSize, GL_UNSIGNED_INT, 0); How do I access the double precision data in my vertex shader? Should I be able to do this? // GLSL VERTEX SHADER #version 410 in dvec4 gl