Is there a way for a single one VBO to store both vertex arrays and index arrays ?
From within the specs I could understand there aren’t but maybe I missed something.
Is there a way for a single one VBO to store both vertex arrays and index arrays ?
From within the specs I could understand there aren’t but maybe I missed something.
I am not sure if it is possible, but is there any reason you would want to? (I cannot think of any advantages…)
The only reason is that I would have liked to avoid binding VBO twice more. Am I not obliged to bind them each time I swap from an array buffer to an element array buffer ?
Not sure I understand, vertex arrays and element arrays have different binding points.
eg.
glBindBuffer(GL_ARRAY_BUFFER, vertexVBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexVBO);
//Setup vertex pointers
//Draw with index and vertex VBO
Anyway, binding a VBO is intended to be a lightweight operation.
Okay, I didn’t understood this point like that. Thanks.