carew
02-10-2012, 08:32 AM
Hello,
Im interesting how to VAO works "under the hood". In my code I need one glBindVertexArray before glDrawElements, but I don't know how it bind call is expensive depending on VBOs count binded to my VAO. So it is important to performance how many VBOs I have binded to VAO? Without VAO I tried packed many vertex data to one VBO, but from design view separate VBO for each vertex element (position, normal, texcoord etc.) is more cool. How performace should look for this both aproches (each vertex element in separate VBO; all vertex elements in one VBO) when I will use VAO.
Best regards,
Im interesting how to VAO works "under the hood". In my code I need one glBindVertexArray before glDrawElements, but I don't know how it bind call is expensive depending on VBOs count binded to my VAO. So it is important to performance how many VBOs I have binded to VAO? Without VAO I tried packed many vertex data to one VBO, but from design view separate VBO for each vertex element (position, normal, texcoord etc.) is more cool. How performace should look for this both aproches (each vertex element in separate VBO; all vertex elements in one VBO) when I will use VAO.
Best regards,