VertexArray and VertexAttribArray, what's different?

is it when get together, it is VertexAtribArray, and when discrete will be VertexArray?

Are you asking about the difference between glVertexPointer and glVertexAttribPointer? Or something else?

What do the terms “VertexArray” and “VertexAttribArray” mean to you, and where did you get them from?

[QUOTE=Alfonse Reinheart;1265146]Are you asking about the difference between glVertexPointer and glVertexAttribPointer? Or something else?

What do the terms “VertexArray” and “VertexAttribArray” mean to you, and where did you get them from?[/QUOTE]
include them. just abridge of gl*. I read some docs that name them as glVertex* or glVertexArray, glVertexPointer glBind* etc. they say now that we discuss opengl, everyone wil know what we talk about. They will not mix this api with other languages.

well, let’s talk about glVertexArray vs glVertexAttribArray, glVertexPointer vs. glVertexAttribPointer…
there is a word “Attrib” added amid them.

OpenGL doesn’t have any functions with those names.

glVertexPointer() is a legacy/compatibility function which specifies the data for the vertex position (accessible in a vertex shader via the compatibility attribute gl_Vertex).

It is roughly equivalent to calling glVertexAttribPointer() with [var]index[/var] equal to zero and [var]normalized[/var] equal to GL_FALSE, in the sense that the fixed-function pipeline has a fixed association between attribute index zero and the vertex position.

More generally, legacy OpenGL tends to use “vertex” to refer specifically to a vertex’ position, while modern OpenGL uses it to refer to the vertex as an entity having many associated attributes.

[QUOTE=GClements;1265166]OpenGL doesn’t have any functions with those names.

glVertexPointer() is a legacy/compatibility function which specifies the data for the vertex position (accessible in a vertex shader via the compatibility attribute gl_Vertex).

fixed association between attribute index zero and the vertex position.

More generally, legacy OpenGL tends to use “vertex” to refer specifically to a vertex’ position, while modern OpenGL uses it to refer to the vertex as an entity having many associated attributes.[/QUOTE]
Embarracement. I copy, but copy a wrong term from a decent doc.without check, carelessness, in fact.
then glGenVertexArray vs glGenVertexAttribArray… instead.

It is roughly equivalent to calling glVertexAttribPointer() with [var]index[/var] equal to zero and [var]normalized[/var] equal to GL_FALSE, in the sense that the fixed-function pipeline has a

More generally, legacy OpenGL tends to use “vertex” to refer specifically to a vertex’ position, while modern OpenGL uses it to refer to the vertex as an entity having many associated attributes.

Does that mean the glVertexAttribArray will disappear and only glVertex* left?

then glGenVertexArray vs glGenVertexAttribArray… instead.

There is no glGenVertexAttribArray either. A fact you could easily have discovered before posting simply by searching the OpenGL man pages.

Please take some time before posting to do basic fact-checking. You’re asking us for help; don’t force us to waste our time with basic errors like that.

[QUOTE=Alfonse Reinheart;1265172]There is no glGenVertexAttribArray either. A fact you could easily have discovered before posting simply by searching the OpenGL man pages.

Please take some time before posting to do basic fact-checking. You’re asking us for help; don’t force us to waste our time with basic errors like that.[/QUOTE]
Im clear now. I think they all are alike before.