GlEnableVertexAttribArray( ATTRIBUTE_LOCATION_POSITIONS ) GlBindBuffer( GL_ARRAY_BUFFER, vertex_buffer_object ) Bind shader program, uniforms and textures
Therefore, a draw call might look like this: const GLuint ATTRIBUTE_LOCATION_POSITIONS = 0 Ĭonst GLuint ATTRIBUTE_LOCATION_TEXTUREUV = 1 Ĭonst GLuint ATTRIBUTE_LOCATION_NORMALS = 2
To do that, you need to bind the vertex buffer, enable the generic vertex attribute, and use glVertexAttribPointer to describe the layout of the buffer. positions, normals, UVs) to the corresponding vertex shader attributes. Binding the vertex bufferīefore drawing onto the screen, you need to bind your vertex data (e.g.
In this post, we’ll show another useful technique that will help you produce increased performance and cleaner code when drawing objects. Previously, we showed how you can use vertex layout qualifiers to increase the performance and determinism of your OpenGL application.