【发布时间】:2011-10-01 02:00:08
【问题描述】:
在 OpenGL(尤其是 OpenGL ES 2.0)中,是否每次绑定新的 VBO 时都需要调用 glVertexAttribPointer?
例如:
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer1);
glVertexAttribPointer(ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, sizeof(vertexStruct), (void*)offsetof(vertexStruct,position));
glEnableVertexAttribArray(ATTRIB_POSITION);
glVertexAttribPointer(ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(vertexStruct), (void*)offsetof(vertexStruct,color);
glEnableVertexAttribArray(ATTRIB_COLOR);
glDrawElements(GL_TRIANGLE_STRIP, sizeof(indices)/sizeof(GLubyte), GL_UNSIGNED_BYTE, (void*)0);
// If vertexBuffer2 has the exact same attributes as vertexBuffer1
// is this legal or do the calls to glVertexAttribPointer (and glEnableVertexAttribArray)
// required again?
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer2);
glDrawElements(GL_TRIANGLE_STRIP, sizeof(indices)/sizeof(GLubyte), GL_UNSIGNED_BYTE, (void*)0);
我知道有些 VAO 可以解决不必调用 glVertexAttribPointer 的问题,但我想知道在 OpenGL 中是否可以这样做?
【问题讨论】:
标签: opengl opengl-es opengl-es-2.0