Vertex Array Object: Difference between revisions
Adding to objects category. |
Removing nonsense information. And adding some proper formatting. |
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You might also want to read glVertexAttribPointer which is at | You might also want to read glVertexAttribPointer which is at [[GLVertexAttribPointer]] | ||
GL 3.0 introduces VAO (Vertex Array Object). | GL 3.0 introduces VAO (Vertex Array Object). | ||
They have created GL_ARB_vertex_array_object so that GL 2.0 implementations can also have support for VAO (if the IHV driver programmers | They have created GL_ARB_vertex_array_object so that GL 2.0 implementations can also have support for VAO (if the IHV driver programmers choose to offer it) | ||
choose to offer it) | |||
== Introduction == | == Introduction == | ||
One of the problems of OpenGL is validation. Whenever you make a GL call, the driver has to validate all sorts of things to make sure the GL state is ok and that actually executing the command won't hang the system. VAOs help in this area. | One of the problems of OpenGL is validation. Whenever you make a GL call, the driver has to validate all sorts of things to make sure the GL state is ok and that actually executing the command won't hang the system. VAOs help in this area. | ||
Instead of making a lot of glVertexAttribPointer calls, you just call glBindVertexArray. | |||
Instead of making a lot of glVertexAttribPointer calls, you just call glBindVertexArray. | |||
This is how you prepare a VAO. | This is how you prepare a VAO. | ||
<code> | |||
Now the VAO | uint VAOID; | ||
glGenVertexArrays(1, &VAOID); | |||
glBindVertexArray(VAOID); | |||
//Now we must define the VAO format | |||
//Vertices, XYZ, FLOAT. We give GL_FALSE since we don't want normalization | |||
glBindBuffer(GL_ARRAY_BUFFER, VertexVBOID); //A previously created VBO | |||
glVertexAttribPointer(vertexLoc, 3, GL_FLOAT, GL_FALSE, sizeof(MyVertex), XXX); | |||
//Normals, XYZ, FLOAT. | |||
glVertexAttribPointer(normalLoc, 3, GL_FLOAT, GL_FALSE, sizeof(MyVertex), XXX); | |||
//TexCoord0, XY (Also called ST. Also called UV), FLOAT. | |||
glVertexAttribPointer(texCoord0Loc, 2, GL_FLOAT, GL_FALSE, sizeof(MyVertex), XXX); | |||
</code> | |||
The | The XXX are offsets into the VBO. | ||
Now the VAO is ready. To use it. | |||
<code> | |||
glBindBuffer(GL_ARRAY_BUFFER, VertexVBOID); //Necessary? | |||
glBindVertexArray(VAOID); | |||
glDrawRangeElements(...); //or glDrawElements, or glDrawArrays | |||
</code> | |||
[[Category:Vertex Specification]] | [[Category:Vertex Specification]] | ||
[[Category:Objects]] | [[Category:Objects]] |
Revision as of 21:03, 17 August 2009
You might also want to read glVertexAttribPointer which is at GLVertexAttribPointer
GL 3.0 introduces VAO (Vertex Array Object).
They have created GL_ARB_vertex_array_object so that GL 2.0 implementations can also have support for VAO (if the IHV driver programmers choose to offer it)
Introduction
One of the problems of OpenGL is validation. Whenever you make a GL call, the driver has to validate all sorts of things to make sure the GL state is ok and that actually executing the command won't hang the system. VAOs help in this area.
Instead of making a lot of glVertexAttribPointer calls, you just call glBindVertexArray.
This is how you prepare a VAO.
uint VAOID;
glGenVertexArrays(1, &VAOID);
glBindVertexArray(VAOID);
//Now we must define the VAO format
//Vertices, XYZ, FLOAT. We give GL_FALSE since we don't want normalization
glBindBuffer(GL_ARRAY_BUFFER, VertexVBOID); //A previously created VBO
glVertexAttribPointer(vertexLoc, 3, GL_FLOAT, GL_FALSE, sizeof(MyVertex), XXX);
//Normals, XYZ, FLOAT.
glVertexAttribPointer(normalLoc, 3, GL_FLOAT, GL_FALSE, sizeof(MyVertex), XXX);
//TexCoord0, XY (Also called ST. Also called UV), FLOAT.
glVertexAttribPointer(texCoord0Loc, 2, GL_FLOAT, GL_FALSE, sizeof(MyVertex), XXX);
The XXX are offsets into the VBO.
Now the VAO is ready. To use it.
glBindBuffer(GL_ARRAY_BUFFER, VertexVBOID); //Necessary?
glBindVertexArray(VAOID);
glDrawRangeElements(...); //or glDrawElements, or glDrawArrays