![]() The same goes for all types of data you usually send through as a VBO, including data for normals or anything that you need on a per-vertex rate. With this ability, we can now store vertex data and colour data in separate VBO’s, but in the same VAO. VAO’s are Vertex Array Objects and allow you to store multiple VBO’s in one VAO. We could use VBO’s which I introduced in one of the terrain tutorials, or we could use a new feature in OpenGL 3+, known as VAO’s. ![]() What this means is we need a new way of transferring data to the graphics card to render our geometry. It also means no more calls to glVertex or glColor. ![]() ![]() With the removal of OpenGL states and the fixed function mode, we no longer have any glEnable calls, which means no glEnable(GL_TRIANGLES), or similar calls. ![]()
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