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Generating a vertex buffer

You can generate a new vertex buffer with the following functions:

int GL.GenBufer();
void GL.GenBuffers(int n, out int buffers);

These functions work the same way that generating textures works. And just like with textures, a generated buffer is not active unless it is bound to be the active buffer.

Binding buffers

You can use the following function to bind your generated buffer ID to an actual buffer:

void GL.BindBuffer(BufferTarget target, int buffer);

Just like with textures, if your buffer isn't bound, the function calls will not do what you think they will.

The second argument is a buffer id that was previously created. The first argument is what you want to use that buffer as. There are two values we care about:

  • BufferTarget.ArrayBuffer is used when you want to specify vertex data such as position, normals, uv's etc...
  • BufferTarget.ElementArrayBuffer is used if you are doing indexed rendering. This buffer will contain the indices for you to render.

Unbind

When you are done drawing with a buffer, you should unbind that buffer. Just like with textures this is done by binding 0 to the active target. Like so:

GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0);