Jump to content

  • Log In with Google      Sign In   
  • Create Account

Damir Halilovic

Member Since 15 Feb 2010
Offline Last Active May 20 2016 04:27 AM

Posts I've Made

In Topic: Vulkan Resources

17 February 2016 - 07:03 PM

Awesome, many thanks for the roundup!

In Topic: Issues With Sprite Batching

11 December 2015 - 09:02 PM

The dynamic / static vertex example made it crystal clear.


Now to read up on interleaved arrays! Yey for moving forward!


Thanks a ton, this was one of the biggest hurdles I've come across so far.





Oh, I already do this with my vertices. I suppose with multiple VBOs I'd want to group the dynamic parts separate from the static ones.

In Topic: Issues With Sprite Batching

11 December 2015 - 12:38 PM

So all the different "multiple VBOs per VAO" strickly have to refer to the same vertices / the same object? I think I understand now,could you give me a real world example on how this might be useful, just so I can concretize the idea. Thanks in advance!

In Topic: Issues With Sprite Batching

10 December 2015 - 04:48 PM

I've been reading the stuff you've posted and some more things, but the weird thing is, my shaders (at least the vertex shaders) DO share the same attributes and attribute indices. It still only sees the last VBO that's been bound. Or actually, more weirdly (after some tinkering), regardless of what order I batch the sprites (and consequently in which order I create and bind the VBOs), the shaders that is COMPILED last will get used.

In Topic: Issues With Sprite Batching

09 December 2015 - 03:30 PM

Ah, so calls to glEnableVertexAttribArray and glVertexAttribPointer are VAO specific, not VBO specific? If that's the case... multiple programs in the same VAO work only if they are essentially be on the same object / same set of vertices? Thanks a lot for the link, I am still having some issues wrapping my head around all the various concepts an workflows.