Okay, I think I realized what my problem was. I didn't realize that you could change uniforms between draw calls, I thought everything was drawn once glFlush was called or something like that, so I thought it would be pointless to change the uniform. But if I understand right I can do something like this...
glBindBuffer(GL_ARRAY_BUFFER, vbo_1);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_1);
glUniform1fv(uniform_ skeleton, 10, skeleton_1);
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_SHORT, BUFFER_OFFSET(0));
glBindBuffer(GL_ARRAY_BUFFER, vbo_2);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_2);
glUniform1fv(uniform_ skeleton, 10, skeleton_2);
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_SHORT, BUFFER_OFFSET(0));
glutSwapBuffers();
...If that is true then everything just made a whole lot more sense.
CookedBird
Member Since 18 Dec 2012Offline Last Active Jan 24 2013 04:03 PM

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