Talk:Vertex buffer object: Difference between revisions
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In modern OpenGL, shaders directly consume the contents of VBOs during render. All the shader noise in this article replaces the call to glVertexPointer. This article contains the most condensed, useful example I have seen yet. --[[User:Acdimalev|Sam Rodgers]] ([[User talk:Acdimalev|talk]]) 17:14, 12 April 2011 (UTC) |
In modern OpenGL, shaders directly consume the contents of VBOs during render. All the shader noise in this article replaces the call to glVertexPointer. This article contains the most condensed, useful example I have seen yet. --[[User:Acdimalev|Sam Rodgers]] ([[User talk:Acdimalev|talk]]) 17:14, 12 April 2011 (UTC) |
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== Why two examples? == |
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The two examples are identical except the usage of shaders, which is not the topc of this article. The second example called "Example usage in C Using OpenGL 3.x and OpenGL 4.x" does not use, as fas as I can see, any features specific to OpenGL 3.x or 4.x. --[[User:Ahellwig|Ahellwig]] ([[User talk:Ahellwig|talk]]) 16:36, 25 December 2012 (UTC) |
Revision as of 16:36, 25 December 2012
Why does the example for OpenGL 3.x and 4.x include all of that shader language stuff? This is supposed to be a page about VBO objects, I think that including this extraneous shader stuff is confusing and unnecessary.
In modern OpenGL, shaders directly consume the contents of VBOs during render. All the shader noise in this article replaces the call to glVertexPointer. This article contains the most condensed, useful example I have seen yet. --Sam Rodgers (talk) 17:14, 12 April 2011 (UTC)
Why two examples?
The two examples are identical except the usage of shaders, which is not the topc of this article. The second example called "Example usage in C Using OpenGL 3.x and OpenGL 4.x" does not use, as fas as I can see, any features specific to OpenGL 3.x or 4.x. --Ahellwig (talk) 16:36, 25 December 2012 (UTC)