Tutorial by Examples

Each attribute is associated with a component count, type, normalized, offset, stride and VBO. The VBO is no passed explicitly as a parameter but is instead the buffer bound to GL_ARRAY_BUFFER at the time of the call. void prepareMeshForRender(Mesh mesh){ glBindVertexArray(mesh.vao); glBi...
4.3 OpenGL 4.3 (or ARB_separate_attrib_format) adds an alternative way of specifying the vertex data, which creates a separation between the format of the data bound for an attribute and the buffer object source that provides the data. So instead of having a VAO per mesh, you may have a VAO per ver...

Page 1 of 1