Timeline for VAO and VBO connection and granularity with multiple objects
Current License: CC BY-SA 3.0
4 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Mar 28, 2018 at 14:06 | vote | accept | Felix | ||
| Mar 27, 2018 at 22:44 | comment | added | ratchet freak | indexed is without glDrawArrays but with the bind call. | |
| Mar 27, 2018 at 22:36 | comment | added | Felix | So by interleaved you mean having vertices, texture coords and normals in the same buffer as [v1,t1,n1,v2,t2,n2...]? The cache performance improvement seems like a reasonable thing to expect! Is your indexed version replacing the glDrawArrays or both gl calls? Do you have any knowledge as to why the arrays are enabled using the attribute locations in the shader? | |
| Mar 27, 2018 at 10:45 | history | answered | ratchet freak | CC BY-SA 3.0 |