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#ActualBrother Bob

Posted 10 December 2012 - 05:26 PM

You can use vertex array objects then. They encapsulate binding points into a single object. The problem with the pointers is that they are global (unless you're using VAO that is, in which case the are local to the VAO), so setting them in the upload function won't do any good as soon as you upload a second chunk; the pointers for the first chunk are overwritten. And not to mention that you cannot have anything other vertex array overwriting the pointers either.

Using VAO does not change the fact that you have to bind something for every single chunk every frame. You just get rid of the calls to the pointer-functions, but replace them with a bind-call instead.

#1Brother Bob

Posted 10 December 2012 - 05:24 PM

You can use vertex array objects then. They encapsulate binding points into a single object. The problem with the pointers is that they are global (unless you're using VAO that is, in which case the are local to the VAO), so setting them in the upload function won't do any good as soon as you upload a second chunk; the pointers for the first chunk is overwritten. And not to mention that you cannot have anything other vertex array overwriting the pointers either.

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