first a question to VAO in general, far as i know the vao stores some client states ... all client states?
it stores the currently bound buffers enabledvertexattribpointers right?
Code to generate a VAO (from http://www.swiftless.com/tutorials/opengl4/4-opengl-4-vao.html)
glGenVertexArrays(1, &vaoID[0]); // Create our Vertex Array Object glBindVertexArray(vaoID[0]); // Bind our Vertex Array Object so we can use it glGenBuffers(1, vboID); // Generate our Vertex Buffer Object glBindBuffer(GL_ARRAY_BUFFER, vboID[0]); // Bind our Vertex Buffer Object glBufferData(GL_ARRAY_BUFFER, 18 * sizeof(GLfloat), vertices, GL_STATIC_DRAW); // Set the size and data of our VBO and set it to STATIC_DRAW glVertexAttribPointer((GLuint)0, 3, GL_FLOAT, GL_FALSE, 0, 0); // Set up our vertex attributes pointer glEnableVertexAttribArray(0); // Disable our Vertex Array Object glBindVertexArray(0); // Disable our Vertex Buffer Object
in this example.. isn't there a glEnableVertexAttrib(0); missing ? ..to enable the vertexattribpointer
does anything similar to vao's exist on OpengGlES2.0 (Android) ?
... or what would be a good alternative ?






