Using VAO

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1 comment, last by Tommato 12 years, 7 months ago
[font=Helvetica][size=2]Hi All[/font][font=Helvetica][size=2]
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[/font][font=Helvetica][size=2]I'm reading about VAO but up to now don't understand too much ;)[/font][font=Helvetica][size=2]
[/font][font=Helvetica][size=2]Example: I've an old OpenGL code draws via glDrawElements and [/font][font=Helvetica][size=2]glSetVertexPointer, glSetNormalPointer etc. Should I replace [/font][font=Helvetica][size=2]it with VAO and will it be faster/better?[/font][font=Helvetica][size=2]
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[/font][font=Helvetica][size=2]Thanks[/font][font=Helvetica][size=2]
[/font][font=Helvetica][size=2]Tom[/font]
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Before VAO, we had to call glBindBuffer and the glVertexAttribPointer calls.
With VAO, you just bind the VAO (single GL call) and then draw (glDrawElements or whatever).

VAO is a GL 3.0 feature.
Sig: http://glhlib.sourceforge.net
an open source GLU replacement library. Much more modern than GLU.
float matrix[16], inverse_matrix[16];
glhLoadIdentityf2(matrix);
glhTranslatef2(matrix, 0.0, 0.0, 5.0);
glhRotateAboutXf2(matrix, angleInRadians);
glhScalef2(matrix, 1.0, 1.0, -1.0);
glhQuickInvertMatrixf2(matrix, inverse_matrix);
glUniformMatrix4fv(uniformLocation1, 1, FALSE, matrix);
glUniformMatrix4fv(uniformLocation2, 1, FALSE, inverse_matrix);
[color=#1C2837][size=2]Ola V-man,

We are learning and trying, as soon we figured out, I will reply with news!

Thanks a lot

Tom

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