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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. — Preceding unsigned comment added by 173.13.159.121 ( talk) 06:49, 2011 March 17 (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. -- Sam Rodgers ( talk) 17:14, 12 April 2011 (UTC)
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 far as I can see, any features specific to OpenGL 3.x or 4.x. -- Ahellwig ( talk) 16:36, 25 December 2012 (UTC)
The "OpenGL 3.x and OpenGL 4.x" example uses glVertexAttribPointer and glEnableVertexAttribArray instead of glVertexPointer and glEnableClientState (which would be a lot easier to see if it weren't for all the extraneous shader bullshit included). Qartar ( talk) 09:24, 1 January 2013 (UTC)
It seems that the triangle VBO is bound twice, maybe the second call was meant to unbind the triangle buffer by binding the default buffer 0? — Preceding unsigned comment added by 91.19.105.148 ( talk) 22:00, 26 September 2014 (UTC)
This purports to be a complete example, however it produces only a blank, black window as output. It should be fixed or made obvious that it is not intended as complete. BadZen ( talk) 19:55, 5 October 2015 (UTC)
This is the
talk page for discussing improvements to the
Vertex buffer object article. This is not a forum for general discussion of the article's subject. |
Article policies
|
Find sources: Google ( books · news · scholar · free images · WP refs) · FENS · JSTOR · TWL |
![]() | This article is rated Stub-class on Wikipedia's
content assessment scale. It is of interest to multiple WikiProjects. | ||||||||||||||||||||||||||||||||||||||||||||
|
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. — Preceding unsigned comment added by 173.13.159.121 ( talk) 06:49, 2011 March 17 (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. -- Sam Rodgers ( talk) 17:14, 12 April 2011 (UTC)
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 far as I can see, any features specific to OpenGL 3.x or 4.x. -- Ahellwig ( talk) 16:36, 25 December 2012 (UTC)
The "OpenGL 3.x and OpenGL 4.x" example uses glVertexAttribPointer and glEnableVertexAttribArray instead of glVertexPointer and glEnableClientState (which would be a lot easier to see if it weren't for all the extraneous shader bullshit included). Qartar ( talk) 09:24, 1 January 2013 (UTC)
It seems that the triangle VBO is bound twice, maybe the second call was meant to unbind the triangle buffer by binding the default buffer 0? — Preceding unsigned comment added by 91.19.105.148 ( talk) 22:00, 26 September 2014 (UTC)
This purports to be a complete example, however it produces only a blank, black window as output. It should be fixed or made obvious that it is not intended as complete. BadZen ( talk) 19:55, 5 October 2015 (UTC)