Disabling a vertex attribute to produce only zero with no VBO?

  c++, opengl, vbo, vertex-attributes

I’m implementing blend shapes, with vertex offsets as different vertex attributes. Sometimes a model has no blend shapes though, so I’d like the whole attribute to be 0.0 when I read it in a shader, without dedicating a VBO full of zeros to it.

if I call glDisableVertexAttribArray(attrib), would I be safe to expect this attribute to be 0.0 in the shader, or would I need to do something else?

Also, should I do something further with glVertexAttribPointer() while my VAO is bound, to tell it to point at nothing (I’m unsure how to do that exactly)?

Source: Windows Questions C++