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Re: multiple vertex buffer objects



On 27 Sep, 2004, at 19:36, Ron Avitzur wrote:

Hello,

I tried putting all the array data into one vertex buffer object,
and that seems to have fixed the problem I was seeing. So my next
questions, in an attempt to tell if I've actually corrected the bug,
or merely made it more difficult to reproduce:

1. Does the spec require implementations to support code such as that
   below, which binds one VBO before calling glVertexPointer, then
   binds another VBO before calling glColorPointer, and the calls
   glDrawElements?

2. If that is allowed by the spec, have I hit a known problem with
   the nVidia drivers on 10.3.5 or might I have made some other
   errors as well which I should investigate?

Before I report this, I'd like to know if it is actually a bug,
or if I've merely misinterpreted the VBO spec.

Strikes me as a bug. The VBO spec specifically states that you can
attach different buffer objects to different components in the vertex array
state.


--
Kind Regards,
James Milne

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 >multiple vertex buffer objects (From: Ron Avitzur <email@hidden>)



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