I was wondering what is the advantage of using a Vertex Buffer Object with Index Buffer Object in OpenGL in respect to rendering models. From the way I've done it, more memory is being used because with the .obj file format has vertices, vertex normals, and vertex textures all split up then brought togethor in faces. The way I do VBO and IBO I use the glVertexAttribPointer function and define offsets for the vertex, vertex normal, and vertex texture which is not the way that the .obj file seperates its data. This, for me, makes the VBO IBO pair less efficient that just using a VBO. Is this the only way to do it or is there another way to use an IBO to make it act more in the way an obj file works?
P.S. sorry if my wording is bad I'm still learning OpenGL and I don't know the terminology very well.
sublixtMember Since 05 Sep 2011
Offline Last Active Oct 04 2012 06:28 PM
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