Reputation: 2928
I am trying to implement a VBO in my application. Now I have understood how they work, and how to use them, yet I don't have a single clue on how to fill the accompanying index buffer. Strangely enough I haven't found any tutorial explaining this at all.
Say that I have 3 buffers like this:
vertex buffer: (3, 4, 7), (2, 4, 7), (2, 4, 2), ...
texture buffer: (1, 1), (0, 1), (1, 0), (1, 1), ..
normal buffer: (4, 2, 6), (3, 2, 7), (2, 4, 5) ...
How do I tell openGL that I want it to draw a vertex at (3, 4, 7) with a texture coordinate of (1, 1) and a normal of (4, 2, 6) and so on? And how do I put this data in the right format in the elements index buffer?
Upvotes: 2
Views: 669
Reputation: 52083
The index buffer just contains integer offsets into your VBO arrays. For your example your first index buffer element should be 0
, since you want to draw the zeroth element of your vertex, texture, and normal arrays.
Note that it's the same offset into all three arrays.
Upvotes: 2