OpenGL Porting – Part 13
One more small step!
This one was hard… Some geometry wasn’t being drawn, and I thought it was something to do with the bounding box (would be silly), but symptoms were similar to that sort of issues…
It ended up because I didn’t know that glVertexAttribPointer has to be called after the buffer in question is bound… I thought it worked more like a global state (since it doesn’t have a GL_ARRAY_BUFFER constant in it), but it turns out it does the binding on the mesh it’s currently set, which meant that the way I was doing it (setting the glVertexAttribPointer before actually drawing, which is when I bound the vertex buffer) was binding it with the previously set object, which led to the weird issue!
Anyway, all fixed now and I can move on to the other issues… This is taking way longer than expected, and yielding much more issues!
Now listening to “Torn” by “Evergrey”
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