Vertex Specification
In "Modern" OpenGL |
Prof. David Bernstein
|
Computer Science Department |
bernstdh@jmu.edu |
void glGenBuffers(GLsizei n,
GLuint* buffers)
where
n
is the inbound number of buffers to create
and
buffers
is the outbound array of
names/handles/IDsvoid glDeleteBuffers(GLsizei n,
const GLuint* buffers)
where
n
is the inbound number of buffers to create
and
buffers
is the inbound array of
names/handles/IDs to deletevoid glBindBuffer(enum target,
uint bufferName)
binds the buffer object to the context so its state can be changed
(where
target
is
typically GL_ARRAY_BUFFER
)
glBufferStorage()
,
glBufferData()
, glClearBufferData()
, etc...
then change the state
void glGenVertexArrays(GLsizei n,
GLuint* arrays);
where
n
is the inbound number of buffers to create
and
arrays
is the outbound array of
names/handles/IDsvoid glDeleteVertexArrays(GLsizei n, const
GLuint *arrays);
where
n
is the inbound number of buffers to create
and
arrays
is the inbound array of
names/handles/IDs to deletevoid glBindVertexArray(GLuint array);
binds the VAO to the context so it's state can be changedvoid glEnableVertexAttribArray(GLuint index);
allows the attribute numbered index
to be changedglVertexAttribPointer()
can then be used to
set the format of the VBO and associate the currently bound VBO
with the currently bound VBAvoid glDisableVertexAttribArray(
GLuint index);
prevents the attribute numbered
index
from being
changed