Sign in to follow this  
Prune

Deleting VBO after VAO state captured then using VAO

Recommended Posts

Prune    224
I tried it and it worked, but is it OK in general to do this? Below, _vao is member of Foo and persists; vbo is local Foo::Init(...) { glGenVertexArrays(1, &_vao); GLuint vbo; glGenBuffers(1, &vbo); glNamedBufferDataEXT(_vbo, blah.size() * sizeof(float), blah.data(), GL_STATIC_DRAW); glVertexArrayVertexAttribOffsetEXT(_vao, _vbo, 0, 2, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexArrayAttribEXT(_vao, 0); glDeleteBuffers(1, &vbo); } Foo::Draw(...) { glBindVertexArray(_vao); glDrawArrays(...); } This didn't seem clarified for me from reading the 3.3 spec.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this