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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