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Glsl attribute opengl es 2.0
Glsl attribute opengl es 2.0






glsl attribute opengl es 2.0

What you can do is use the same VBO, but only a specified range for each drawing operation. I want to do now is have different arrays and send them to shader, to be able to transform only some arrays, I don't know if this is possible, for the moment I have tried without success, and I was thinking if there is a way to add all the arrays to the same buffer and how to do it. This allows me to render multiple shapes using ONE array, and I also can use a texture atlas and load a special of "multiple-texture", and at this point my app run correctly without any error, but I want to do now is have different arrays and send them to shader, to be able to transform only some arrays, I don't know if this is possible, for the moment I have tried without success, and I was thinking if there is a way to add all the arrays to the same buffer and how to do it.

glsl attribute opengl es 2.0

GlVertexAttribPointer(v_Location, 3, GL_FLOAT, false, 0, vertexBuffer) Īnd the uv data with: glVertexAttribPointer(a_Location, 2, GL_FLOAT, false, 0, uvBuffer) Then I pass this vertex data using these buffer to shader with: glGetAttribLocation(Shader.program_Image, Shader.V_POSITION)

glsl attribute opengl es 2.0

I create the buffers to to put on them the vertex data and uv data: ByteBuffer bb = ByteBuffer.allocateDirect(coord.getVertices().length * 4) īyteBuffer dlb = ByteBuffer.allocateDirect(coord.getIndices().length * 2) īyteBuffer uv = ByteBuffer.allocateDirect(uv.getUv().length * 4)








Glsl attribute opengl es 2.0