Original Post
In Direct3D you can activate multiple vertex buffers to different “streams”.
In OpenGL I can have multiple vertex buffers (not talking about VBO’s yet) and just use glVertexAttribPointer() to link all of the data from the various buffers to the shader attributes, effectively working the same way as in DirectX.
But how can this be done with VBO’s?
glBindBuffer() removes the buffer previously bound (of the same type, which will always be my case when trying to enable multiple vertex buffers).
So if I have data spread across multiple vertex buffers that use VBO’s, how can I link each of the inputs to the shader attributes?
Thank you,
Yogurt Emperor
In OpenGL I can have multiple vertex buffers (not talking about VBO’s yet) and just use glVertexAttribPointer() to link all of the data from the various buffers to the shader attributes, effectively working the same way as in DirectX.
But how can this be done with VBO’s?
glBindBuffer() removes the buffer previously bound (of the same type, which will always be my case when trying to enable multiple vertex buffers).
So if I have data spread across multiple vertex buffers that use VBO’s, how can I link each of the inputs to the shader attributes?
Thank you,
Yogurt Emperor