title: Explicit vs Automatic attribute location binding for OpenGL shaders
body: <p>When setting up attribute locations for an OpenGL shader program, you are faced with two options:  </p>
  
  <p><strong>glBindAttribLocation()</strong> before linking to explicitly define an attribute location.  </p>
  
  <p>or  </p>
  
  <p><strong>glGetAttribLocation()</strong> after linking to obtain an automatically assigned attribute location.  </p>
  
  <p>What is the utility for using one over the other?</p>
  
  <p>And which one, if any, is preferred in practice?</p>