Original Post
Ok, I have used vertex arrays but I want to move on to Vertex Buffer Objects. I currently have information for the vertices, texture verts, and the normals for each vertex. How do I convert all that into VBOs? here is what im thinking glGenBuffersARB(3, vboid); 3 buffers glEnableClientState(GL_VERTEX_ARRAY); glBindBufferARB(GL_ARRAY_BUFFER_ARB, vboid[0]); glBufferDataARB(GL_ARRAY_BUFFER_ARB, ( numVertex * 3 )*sizeof(GLfloat), vertexData, GL_STATIC_DRAW_ARB); then 2 more for normals and texture vertices. then to display I got this web site http://www.devmaster.net/forums/lofiversion/index.php?t360.html glEnableClientState(GL_VERTEX_ARRAY); glBindBufferARB(GL_ARRAY_BUFFER_ARB, vboid[0]); glVertexPointer(3,GL_FLOAT, 0, 0); // Why is the last zero a zero, the first is where to start, but what about the second? I would assume do the same as above for normals, and texture vertex but change it accordingly. Last just call glDrawArrays. Anything I am missing? Also I would be hopefully using a vertex program to deform/animate the verticies can i still use GL_STATIC_DRAW_ARB ? cuz in the main program I will not be changing the vertices at all, just after they are sent down the pipeline. Thanks in advance -Thaco