Hello all
The last days I’ve been asked to make a project in OpenGL. I haven’t touch OpenGL since 2005. I was looking an OpenGL Engine of mine from the past and I realized that I was passing some vertex data to the VertexBufferObject using glTexCoordPointer() (tangents and bitangents) instead of glVertexAttribPointer(). But I can’t remember why!
So… now I want to use VBO for a mesh with this data structure:
struct VertexTBN
{
vector3 pos;
vector2 texCoord;
vector3 normal;
vector3 tangent;
vector3 bitangent;
};
What is better to use for Tagnents and Bitangents? glTexCoordPointer()? or glVertexAttribPointer()?
I guess for pos, texCoord and normal is best to use glVertexPointer(), glTexCoordPointer(), glNormalPointer() respectively. right?
If I try to glDrawElements() that VBO without a glsl shader will it work?(skiping the tangent and bitangent ofc). or it will fail?
Thanks for your time!