Timeline for What state is stored in an OpenGL Vertex Array Object (VAO) and how do I use the VAO correctly?
Current License: CC BY-SA 3.0
7 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Dec 31, 2015 at 0:30 | answer | added | hopjopper | timeline score: 5 | |
| May 1, 2015 at 15:47 | history | tweeted | twitter.com/#!/StackGameDev/status/594166243986448384 | ||
| Apr 30, 2015 at 14:32 | vote | accept | Jelle van Campen | ||
| Apr 30, 2015 at 10:48 | answer | added | HolyBlackCat | timeline score: 25 | |
| Apr 30, 2015 at 10:45 | answer | added | ratchet freak | timeline score: 4 | |
| Apr 30, 2015 at 10:36 | comment | added | HolyBlackCat | VAO stores data about vertex attribute locations. It also stores IDs of VBOs in which these attributes are contained. You don't need to bind VBO when you draw something, you need to bind it before calling glVertexAttribPointer() when you create VAO. | |
| Apr 30, 2015 at 10:17 | history | asked | Jelle van Campen | CC BY-SA 3.0 |