Using VBO in glVertexAttribPointerARB

This topic contains 3 replies, has 2 voices, and was last updated by  CarlosSarria 8 years, 8 months ago.

Viewing 4 posts - 1 through 4 (of 4 total)
  • Author
    Posts
  • #29689

    Couna
    Member

    Hello;
    Im using VBOs in the index and vertex data (vertexes, texture coords and normals), but when I need extra vertex attribs (like skinning information), Im using RAM pointers…how do I enable VBO on this attribs?
    Thanks

    Coluna

    #32701

    Hello,

     

    It is done in the same way. We have a Training Course in our SDK called MatrixPalette that shows how it is done.

     

    Best regards.

     

    Carlos.
    #32702

    Couna
    Member

    Hello;
    In that demo, there is not glVertexAttrib instructions (as its not using a Vertex Shader, only matrix palette), but only glMatrixIndexPointerOES and glWeightPointerOE.
    And its not using VBO too, only RAM pointers (unless Im using a different version of the SDK).
    Is there any other demo using it?

    Thanks!

    Coluna

    #32703

    Hi Coluna,

     

    Our current OpenGL Es 1.1 SDK (v2.3) in the PowerVR Insider web site should have support for VBO.

    If you require a version with vertex shaders use our OpenGL ES 2.0 SDK which supports VBOs also. Look at the Training Course called ‘Skinning’.

     

    Regards.

     

    Carlos.
Viewing 4 posts - 1 through 4 (of 4 total)
You must be logged in to reply to this topic.