Okay, I said I would do it, I’ve done it.
http://206.251.36.107/programming/vbointro.mhtml
This is a (fairly polished) draft using three separate demos, one with just simple geometry, one using lighting, and one with textures. Right now it’s on a mod_perl vps which has been having some “out of my hands” problems lately, so if anyone gets a time out and cannot access the site, let me know and I will have to move a static version of the pages to somewhere else.
If you are not familiar with VBO’s and are interested, it is certainly complete enough for you to read and learn from. I would very much appreciate feedback from people vis, what parts of the tutorial are confusing or unclear.
There are a few places where I’ve left [???] in brackets. That’s a clue that your input would be appreciated, if you already know this stuff and can provide some clarification or details.
It will probably take about 1/2 hour to read.
One further issue is that this is still a “fixed pipeline” method, which is also being obsoleted. I think that is okay, since it will probably be easier for people to learn VBOs then shaders rather than both at once. The relevance here is wrt to texturing, since as I point out, using the old functions you cannot have more than one texture per VBO. I’ve never used shaders (that’s my next task, having found a copy of the 2nd ed “orange book” at the library). Anyway, if someone could confirm that using GLSL with VBO’s circumvent this apparent problem, that be great – even better if you can come up with a couple of sentences explaining this for the first paragraph of page 3.
Anyway, I think you’ll be impressed, I put some time into this.