How would you have, an example an VBO for position, an VBO for texture-coords and lastly a VBO for normals? Currently I can only create one VBO for one VAO, and I have no idea how to make it multiple VBO(s)
float vertices[] = {
// Pos
0.0f, 0.0f,
1.0f, 0.0f,
0.0f, 1.0f,
0.0f, 1.0f,
1.0f, 1.0f,
1.0f, 0.0f
};
float texcords[] = {
0.0f, 0.0f,
1.0f, 0.0f,
0.0f, 1.0f,
0.0f, 1.0f,
1.0f, 1.0f,
1.0f, 0.0f
};
unsigned int VBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
The buffer object which is currently bound to the ARRAY_BUFFER
is associated to the vertex attribute (index), when glVertexAttribPointer
is called. A reference to the Vertex Buffer Object (object id) is stored in the state vector of the Vertex Array Object .
Just bid the proper VBO, before specifying the vertex attribute:
unsigned int VBO[2];
glGenBuffers(2, VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, VBO[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(texcords), texcords, GL_STATIC_DRAW);
unsigned int VAO;
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO[0]);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, VBO[1]);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0);
glEnableVertexAttribArray(1);
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