Thank you soooooo much!!!When you call GPU_SetAttributeBuffers, you set up how many vectors you will send to the vertex shader, and for each vector, how many elements.
At the vertex shaders, you receive input from your vertex buffers, through the registers v0, v1, ..., after doing the necessary transformations to these vectors, you can then set the final values to the output registers. It is at the point you will decide whether the transformed v0 will be the tex coordinate, position on screen or the colour.
I just want to mention that if you are doing stuff like this then make sure to test on real hardware - early and often. There are all sorts on sins that emulators will happily work with but will cause the real hardware to lockup immediately or not display correctly. Just my 2 cents.Thank you soooooo much!!!
You can't even imagine how much you helped me there!
Oh wow. Thanks a lot for mentionning that, I wouldn't have expected such a thingI just want to mention that if you are doing stuff like this then make sure to test on real hardware - early and often. There are all sorts on sins that emulators will happily work with but will cause the real hardware to lockup immediately or not display correctly. Just my 2 cents.

