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OpenGL ES 2: Should I use glMultiTexCoord or glVertexAttribPointer?

开发者 https://www.devze.com 2023-03-07 07:38 出处:网络
I\'m starting to code in openGL ES 2 after several months of doing it in openGL ES 1, and though I\'m reading a lot of resources, there are some things I don\'t understand.

I'm starting to code in openGL ES 2 after several months of doing it in openGL ES 1, and though I'm reading a lot of resources, there are some things I don't understand.

One is thi开发者_JAVA技巧s:

For loading an array of texture coordinates, should I use glMultiTexCoordX or glVertexAttribPointer?

Because If I'm not wrong, I can do it either way, so what's the reason glMultiTexCoordX exists?

Thanks


glMultiTexCoord* doesn't exist in OpenGL ES 2.0, only glVertexAttribPointer, so use it for all your vertex attributes.


I know it's been a long time, but I still wanna comment this question due to I stuck with same problem. There isn't such method in openGLES version as Matias said. use glVertexAttribPointer instead, here is a instruction: http://www.learnopengles.com/android-lesson-seven-an-introduction-to-vertex-buffer-objects-vbos/

Here is simple code to achieve what glMultiTexCoord in openGLES:

// Pass in the position information
GLES20.glEnableVertexAttribArray(mPositionHandle);
GLES20.glVertexAttribPointer(mPositionHandle, POSITION_DATA_SIZE,
GLES20.GL_FLOAT, false, 0, mCubePositions);
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