Does glBindAttribLocation
silently ignore names that are not found? For example, in a shader:
// Some vertex shader
in vec3 position;
in vec3 normal;
// ...
And in some set up code:
// While setting up shader
GLuint program = glCreateProgram();
glBindAttribLocation(program, 0, "position");
glBindAttribLocation(program, 1, "normal");
glBindAttribLocation(program, 2, "color"); // What about this one?
glLinkProgram(program);