04-19-2018, 02:56 PM
(This post was last modified: 04-19-2018, 09:29 PM by Brian Beuken.)
In Chapter 6, Buffers Buffers everywhere,
I got a bit mixed up with trying to explain OAB's Object Attribute Buffers, which are actually a generic concept not an OpenGLES2.0 concept, Other graphic API's use different types of buffers and I think I just tripped over my laces after doing some work on another system and my brain farted that out.
OpenGLES has a more limited type of buffer and its quite wrong to refer to them as OAB's
And in fact despite my tendency to refer to them as VB's they should strictly speaking be called by their proper name of VBO's Vertex Buffer Objects.
So ignore my use of Object Attribute Buffers and call them VBO's
Which is... a buffer containing various attributes which the GPU can use when properly informed of how the data is laid out!
I'll make a note to tidy that section up
I got a bit mixed up with trying to explain OAB's Object Attribute Buffers, which are actually a generic concept not an OpenGLES2.0 concept, Other graphic API's use different types of buffers and I think I just tripped over my laces after doing some work on another system and my brain farted that out.
OpenGLES has a more limited type of buffer and its quite wrong to refer to them as OAB's
And in fact despite my tendency to refer to them as VB's they should strictly speaking be called by their proper name of VBO's Vertex Buffer Objects.
So ignore my use of Object Attribute Buffers and call them VBO's
Which is... a buffer containing various attributes which the GPU can use when properly informed of how the data is laid out!
I'll make a note to tidy that section up
Brian Beuken
Lecturer in Game Programming at Breda University of Applied Sciences.
Author of The Fundamentals of C/C++ Game Programming: Using Target-based Development on SBC's
Lecturer in Game Programming at Breda University of Applied Sciences.
Author of The Fundamentals of C/C++ Game Programming: Using Target-based Development on SBC's