Hi all.
VBO extension spec says it is possible to use separated bindings for individual vertex attribute, right? I’v tried this in my project but it didn’t work.
I do it like this:
Bind buffer 1;
glVertexArray (…);
Bind buffer 2;
glNormalArray (…);
… …
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glDrawArrays (…)
if I use one binding for all attribute, it works fine. where is the problem?