版本 3.0
每個屬性都與元件計數,型別,標準化,偏移,步幅和 VBO 相關聯。VBO 沒有作為引數顯式傳遞,而是在呼叫時繫結到 GL_ARRAY_BUFFER 的緩衝區。
void prepareMeshForRender(Mesh mesh){
glBindVertexArray(mesh.vao);
glBindBuffer(GL_ARRAY_BUFFER, mesh.vbo);
glVertexAttribPointer (posAttrLoc, 3, GL_FLOAT, false, sizeof(Vertex), mesh.vboOffset + offsetof(Vertex, pos));//will associate mesh.vbo with the posAttrLoc
glEnableVertexAttribArray(posAttrLoc);
glVertexAttribPointer (normalAttrLoc, 3, GL_FLOAT, false, sizeof(Vertex), mesh.vboOffset + offsetof(Vertex, normal));
glEnableVertexAttribArray(normalAttrLoc);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh.ebo); //this binding is also saved.
glBindVertexArray(0);
}
void drawMesh(Mesh[] meshes){
foreach(mesh in meshes){
glBindVertexArray(mesh.vao);
glDrawElements(GL_TRIANGLES, mesh.vertexCount, GL_UNSIGNED_INT, mesh.indexOffset);
}
}