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++