Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 02 Aug 2012
Offline Last Active Jul 17 2014 03:09 PM

Posts I've Made

In Topic: when to add a VBO to a VAO

30 June 2013 - 03:51 PM

Thanks a lot for the explanations. This entire discussion made was very clear and easy to understand. :)

In Topic: when to add a VBO to a VAO

29 June 2013 - 12:27 PM

I think I understand. So the call to VertexAttribPointer only affects the currently bound ARRAY_BUFFER VBO and no other type? 

In Topic: when to add a VBO to a VAO

29 June 2013 - 11:32 AM

That makes so much more sense, thank you! :)


Just to make sure I understand what's happening, though.


First, you create the 2 VBOs. Then You create the VAO. By binding the VBOs while the VAO is bound, they are added to the VAO. The Attrib calls allow the vertices to be used for rendering. Is that correct or close?

In Topic: Need to change code copied from a tutorial

19 April 2013 - 01:41 PM

Thanks for the replies, everybody. :)

Since it's a throw-away program he can just keep it closed source and not put it on GitHub and move on to his next game.


I'd like to put it on github because one.) I figure being able to use github would be a useful skill and 2.) It would make it easier to get feedback on my code.


Also, my next game will probably need a timer also, so I might as well change the code now. The problem I'm having is that I don't know what I could change. I could get rid of some  member functions, change names, etc. I looked up other implementations for a Timer class, but they were mostly just slight variations of the one I have now. Any suggestions? (I'm not trying to ask you to change the code for me, I just want ideas for what I could change).

In Topic: Best Way to Share Projects/Code

18 March 2013 - 05:29 PM

Thanks, that was a great answer. It cleared it up perfectly. smile.png