I had a quick question about the use of glDrawElements.
The last argument to this function is a pointer to the indices for drawing the elements.
In the tutorials I've done, I have always created a buffer object for indices and bounded it with glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibos);
From what I've read, there is something different about indices when it comes to binding them and using them in a buffer.
My question is, what is the difference between creating a buffer object and binding it to GL_ELEMENT_ARRAY_BUFFER target for indices as opposed to specifying the index data in glDrawElements?
What is the better approach?
How exactly does the binding approach work? Is this binding stored in a VAO? Or do I have to bind the appropriate buffer for what I want to draw before I call glDrawElements?
Thanks so much everyone!