![]() ![]() So instead of having a VAO per mesh, you may have a VAO per vertex format.Įach attribute is associated with a vertex format and a binding point. ![]() ![]() OpenGL 4.3 (or ARB_separate_attrib_format) adds an alternative way of specifying the vertex data, which creates a separation between the format of the data bound for an attribute and the buffer object source that provides the data. ![]()
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