# GLSL shader without a vertex array

Ok so I have a idea for a neat GPU driven curve renderer, and I realised that the vertex shader can be hardwired to generate points of the curve segment (to be rendered as a line strip) without sending any vertex positions - gl_Position could be set completely procedurally.

That said I'd still need to specify a "t" value per point via vertex attributes.

Is it possible to specify attributes (ie via glVertexAttribPointer) without specifying vertices? Or does the GL need "space" in the buffers for vertices - even if they aren't initialized.