I am not entirely sure about this since i haven't used Opengl for a while but if i remember correctly, generating and binding then vao, vbo goes like this.
gluint vaoID; gluint vboID; glGenVertexArrays(1, &vaoID); // Create Vertex Array Object glBindVertexArray(vaoID); // Bind Vertex Array Object glGenBuffers(1, &vboID); // Generate Vertex Buffer Object glBindBuffer(GL_ARRAY_BUFFER, vboID); // Bind Vertex Buffer Object
Mine looks different because I'm doing it in LWJGL. The gl functions are the same, you just don't have access to pointers in the same way so it ends up looking a bit different. You also have to pass chunks of data as FloatBuffers.
nkaraschMember Since 01 Nov 2012
Offline Last Active Nov 01 2013 10:22 AM
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