I’m trying to implement a particle system using compute shader. I have 2 vertex buffer objects set up, I need to draw them alternatively every frame. Is there a way that I can alternate them inside the vertex array object? Or do I have to explicitly bind vbo and call glVertexAttribPointer every draw? Thanks in advance.
// 2 vertex buffer objects
GLuint m_posBO1;
GLuint m_posBO2;
glBindVertexArray(m_vao);
glBindBuffer(GL_ARRAY_BUFFER, m_posBO1);
// position attribute
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);