I didn’t find this in internet, but was wondering what is the necessary and sufficient condition for a data format to pass into glBufferData? Obviously, I can’t use any class and any random datatype representing points or vectors, however I’ve seen how different structures and arrays were passed to it and it worked.
I’m currently trying to write some basic vector and matrix classes in C++ to use it within OpenGL program, and since there are a lot of options, how one can do this, I was interested, what are, kind of, “the best practices”, how to do it better?
Thanks to everyone!