So I created a quad using glBegin(GL_QUADS) and then drawing vertices and now I want to pass into my shader an array of texture coordinates so that I can apply a texture to my quad.
So I'm having some trouble getting the syntax right.
First I made a 2D array of values
GLfloat coords[4][2];
coords[0][0] = 0;
coords[0][1] = 0;
coords[1][0] = 1;
coords[1][1] = 0;
coords[2][0] = 1;
coords[2][1] = 1;
coords[3][0] = 0;
coords[3][1] = 1;
and then I tried to put it into my shader where I have a attribute vec2 texcoordIn
GLint texcoord = glGetAttribLocation(shader->programID(), "texcoordIn");
glEnableVertexAttribArray(texcoord);
glVertexAttribPointer(texcoord, ???, GL_FLOAT, ???, ???, coords);
So I'm confused as to what I should put in for parameters to glVertexAttribPointer that I marked with '???' and I'm also wondering if I'm even allowed to represent the texture coordinates as a 2d array like I did in the first place.