Вопрос

If I'm trying to do some OpenGL 3.3+ style VBO graphics, is it alright for me to first, enable attribute arrays and set vertex attribute pointers, then in an often refreshing VBO, load fresh data and bind a GL_ARRAY_BUFFER and GL_ELEMENT_ARRAY_BUFFER then call drawELements? I have code that is crashing on drawElements, and I'm wondering if its because the order of my calls is messed up. I'll also mention that this is under the guise of Qt 5.

Это было полезно?

Решение

Whn you set your attribute pointers, it is crucial to have the correct GL_ARRAY_BUFFER bound. The current GL_ARRAY_BUFFER_BINDING at the time of the glVertexAttribPointer() call will become part of that attribute pointer state. It does not matter which GL_ARRAY_BUFFER is bound at draw time (in contrast to the GL_ELEMENT_ARRAY_BUFFER which is relevant for the glDrawElements() family of GL functions.

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