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在OpenGL(特別是OpenGL ES 2.0)中,每次綁定一個新的VBO時,都需要調用glVertexAttribPointer?每次調用glBindBuffer時都需要glVertexAttribPointer?
例如:
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer1);
glVertexAttribPointer(ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, sizeof(vertexStruct), (void*)offsetof(vertexStruct,position));
glEnableVertexAttribArray(ATTRIB_POSITION);
glVertexAttribPointer(ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(vertexStruct), (void*)offsetof(vertexStruct,color);
glEnableVertexAttribArray(ATTRIB_COLOR);
glDrawElements(GL_TRIANGLE_STRIP, sizeof(indices)/sizeof(GLubyte), GL_UNSIGNED_BYTE, (void*)0);
// If vertexBuffer2 has the exact same attributes as vertexBuffer1
// is this legal or do the calls to glVertexAttribPointer (and glEnableVertexAttribArray)
// required again?
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer2);
glDrawElements(GL_TRIANGLE_STRIP, sizeof(indices)/sizeof(GLubyte), GL_UNSIGNED_BYTE, (void*)0);
我知道有該地址不必調用glVertexAttribPointer VAOs,但我想知道如果這是確定在OpenGL辦?