OpenGL VBO设置

OpenGL VBO设置,opengl,vbo,Opengl,Vbo,我已经看到了很多关于减少对openGL调用的信息,但我对管道的理解还不够透彻。你能把VBO完全设置为时间头吗?具体地说,使用这种方法,它设置VBO,然后在调用绘图之前,每个帧调用启用/指针设置。创建VBO时,是否可以使用启用/指针设置完全设置VBO 像这样的 Data_Init_Func(...) { .... glGenBuffers(1, &IndexVBOID); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IndexVBOID); g

我已经看到了很多关于减少对openGL调用的信息,但我对管道的理解还不够透彻。你能把VBO完全设置为时间头吗?具体地说,使用这种方法,它设置VBO,然后在调用绘图之前,每个帧调用启用/指针设置。创建VBO时,是否可以使用启用/指针设置完全设置VBO

像这样的

 Data_Init_Func(...)
 {
 ....

 glGenBuffers(1, &IndexVBOID);
 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IndexVBOID);
 glBufferData(GL_ELEMENT_ARRAY_BUFFER, SizeInBytes, NULL, GL_STATIC_DRAW);
 short pindices[YYY];
 pindices[0]=0;
 pindices[1]=5;
 //etc...
 offsetInByte=0;
 glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, offsetInByte, SizeInBytes, pindices);

 glGenBuffers(1, VertexVBOID);
 glBindBuffer(GL_ARRAY_BUFFER, VertexVBOID);
 glBufferData(GL_ARRAY_BUFFER, SizeInBytes, NULL, GL_STATIC_DRAW);4

 //data creation and binding
 ...

 // Normally it seems like this code is PER FRAME... DOES IT NEED TO BE?
 glEnableClientState(GL_VERTEX_ARRAY);
 glEnableClientState(GL_NORMAL_ARRAY); 
 glVertexPointer(3, GL_FLOAT, 64, BUFFER_OFFSET(0));
 glNormalPointer(GL_FLOAT, 64, BUFFER_OFFSET(12));
 glClientActiveTexture(GL_TEXTURE0);
 glEnableClientState(GL_TEXTURE_COORD_ARRAY);    //Notice that after we call            
 glClientActiveTexture, we enable the array
 glTexCoordPointer(2, GL_FLOAT, 64, BUFFER_OFFSET(24));
 glClientActiveTexture(GL_TEXTURE1);
 glEnableClientState(GL_TEXTURE_COORD_ARRAY);    //Notice that after we call
 glClientActiveTexture, we enable the array
 glTexCoordPointer(2, GL_FLOAT, 64, BUFFER_OFFSET(32));
 glClientActiveTexture(GL_TEXTURE2);
 glEnableClientState(GL_TEXTURE_COORD_ARRAY);    //Notice that after we call
 glClientActiveTexture, we enable the array
 glTexCoordPointer(2, GL_FLOAT, 64, BUFFER_OFFSET(40));
 ...
 }

 Draw(...)
 {
 glBindBuffer(GL_ARRAY_BUFFER_ARB, VertexVBOID);         // for vertex coordinates
 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IndexVBOID); // for indices

 // DO I NEED TO CALL THE VERTEX ENABLING/POINTER SETUP HERE?

 // draw 6 quads using offset of index array
 glDrawRangeElements(GL_TRIANGLES, x, y, z, GL_UNSIGNED_SHORT, BUFFER_OFFSET(0));

 ...
 }

所有属性都不会启用和修改缓冲区对象本身。您不会告诉缓冲区对象它正在用于位置和法线。将缓冲区对象视为一个哑字节数组

gl*指针
调用告诉OpenGL如何解释该字节数组。它们没有连接到缓冲区。它们不会修改缓冲区。它们只是告诉OpenGL在特定缓冲区中的何处查找特定数据


如果要存储这些设置并在以后重置它们,需要先在init func中生成并绑定数组缓冲区,然后从那时起绑定的顶点或元素缓冲区将与数组缓冲区关联。完成后,取消绑定数组缓冲区。然后要使用数组缓冲区,自动设置指针,只需绑定数组缓冲区。
// DO I NEED TO CALL THE VERTEX ENABLING/POINTER SETUP HERE?