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May 8, 2013 at 9:53 history edited Christian Rau CC BY-SA 3.0
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May 2, 2013 at 13:35 history edited Christian Rau CC BY-SA 3.0
added 55 characters in body
May 2, 2013 at 13:34 vote accept KaiserJohaan
May 2, 2013 at 13:31 comment added Christian Rau @KaiserJohaan That is a completely different problem and doesn't have anything to do with glBindBufferRange itself, but with uniform buffer objects specifically and how the implementation aligns multiple uniform blocks inside a uniform buffer object. So in this case using the buffer as a uniform buffer requires offsets to be properly aligned for uniform blocks, while in your case it requires the offsets (in glVertexAttribPointer) to be properly aligned for attribute data (float[3] in your particular case).
May 2, 2013 at 13:26 history edited Christian Rau CC BY-SA 3.0
added 2 characters in body
May 2, 2013 at 13:20 history edited Christian Rau CC BY-SA 3.0
added 2 characters in body
May 2, 2013 at 13:17 comment added KaiserJohaan ah so the alignment mentioned is simply for the data type. I was worried because I recall in arcsynthesis.org/gltut/Illumination/Tutorial%2012.html the author mentions glBindBufferRange has an additional opengl-implementation alignment aswell (something like 64 bytes)
May 2, 2013 at 13:14 history edited Christian Rau CC BY-SA 3.0
added 2 characters in body
May 2, 2013 at 13:05 vote accept KaiserJohaan
May 2, 2013 at 13:06
May 2, 2013 at 12:51 history answered Christian Rau CC BY-SA 3.0