- Aug 4, 2001
- 967
- 0
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I just read about vertex arrays and it seems like a damn good way to handle and render geometries...
One question though: suppose you have multiple geometries, it doesn't seem like you can store them in different vertex arrays, OpenGL only seems to have 1.
I thought of just "appending" new vertex data to your current vertex array, and then just rendering the objects you want by using glDrawRangeElements. However, I don't really see how I could append this info, the only command I see is glVertexPointer which seems to replace the whole OpenGL vertex array with the new data.
Any way to do this correctly??
Thanks guys.
One question though: suppose you have multiple geometries, it doesn't seem like you can store them in different vertex arrays, OpenGL only seems to have 1.
I thought of just "appending" new vertex data to your current vertex array, and then just rendering the objects you want by using glDrawRangeElements. However, I don't really see how I could append this info, the only command I see is glVertexPointer which seems to replace the whole OpenGL vertex array with the new data.
Any way to do this correctly??
Thanks guys.