I have an OpenGL question!
Say I have data, interleaved in the format
[vec3 normal, vec3 vert1, vec3 vert2, vec3 vert3]
all stored in one VBO (one set per triangle). My vertex shader would have the following attributes:
in vec3 normal;
in vec3 position;
Is it possible to extract the data this way? Or would I need to duplicate the normal for each vertex (eg. [vec3 normal, vec3 vert1, vec3 normal, vec3 vert2, vec3 normal, vec3 vert3]
)?