Reputation: 193
Currently in my render function i use a VAO (Vertex Array Object) and four VBO (Vertex Buffer Object) binded with this VAO.
for each VBO, I bind to the vao
glGenVertexArrays (1, & vaoID [0]); // Create our Vertex Array Object
glBindVertexArray (vaoID [0]); // Bind our Vertex Array Object so we can use it
int i = 0;
for (i = 0; i <4, ++i)
{
glGenBuffers (1,vboID [i]); // Generate Vertex Buffer Object
glBindBuffer (GL_ARRAY_BUFFER, vboID [i]); // Bind Vertex Buffer Object
glBufferData (GL_ARRAY_BUFFER, 18 * sizeof (GLfloat) vertices, GL_STATIC_DRAW);
glVertexAttribPointer ((GLuint) 0, 3, GL_FLOAT, GL_FALSE, 0, 0);
}
glEnableVertexAttribArray (0); // Disable Vertex Array Object
glBindVertexArray (0); // Disable Vertex Buffer Object
Then in my render function (pseudocode), for each frame:
glBindVertexArray (vaoID [0]);
// here, I need to draw the four VBO, but only draws the first
glBindVertexArray (0);
I know I can put all the geometry in a single VBO, but there are cases where its size exceeds 5Mb and this cause (possibly) that it is not placed on the GPU.
How I can switch all the binded VBO to draw them?
Upvotes: 0
Views: 1533
Reputation: 48176
3 points:
you can gen all buffers at once outside the loop:
glGenBuffers (4,&vboID[0]);
you don't initialize the data in the vbos (that I can see)
you will need to loop over the vbos again and set the glVertexAttribPointer
:
glBindVertexArray (vaoID [0]);
for(int i = 0; i < 4; i++){
glBindBuffer (GL_ARRAY_BUFFER, vboID [i]);
glVertexAttribPointer ((GLuint) 0, 3, GL_FLOAT, GL_FALSE, 0, 0);
//drawArrays
}
glBindVertexArray (0);
Upvotes: 1