Am Mittwoch, 31. Oktober 2007 21:14:25 schrieb vade:
> So, in short, how does one specify texture coordinates for the
> glDrawElements without using interleaved buffers? Apologies if this is
> self evident, this is a bit deeper into OpenGL than I normally go.
If I understand it correctly, using two vbos might be helpful: Create one vbo
with position data, and one with the texture coordinates, then load the
vertex streams like this:
glBindBuffer(positionVBO);
glVertexPointer(...);
glBindBuffer(textureVBO);
glTexCoordPointer(...);
It is no issue to source two vbos, and glBindBuffer is designed to be cheap to
allow exactly what the code above does. In this case you can have different
strides of the elements in both buffers and don't have to care about the
position data when rendering out your texcoords. The texcoords can be packed
in any way you want them.
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