On Thu, Dec 2, 2010 at 3:45 PM, Richard Jones <[email protected]>wrote:
> On Fri, Dec 3, 2010 at 1:16 AM, Jonathan Hartley <[email protected]> > wrote: > > I think the ideas touched on above (moving from arrays to VBOs, using > > VAOs) plus using interleaved arrays, are all taking me in the > > direction you suggest, yes? > > Geez, OpenGL, way to confuse the hell out of me calling a second, > completely and utterly different thing a Vertex Array (Object)! > > Those similarly confused and in the dark may read this: > http://www.opengl.org/wiki/Vertex_Array_Object > Despite the potential for confusion, it is a sensible nomenclature. In OpenGL parlance, an 'object' always encapsulates a set of state: VBO encapsulate vertex buffer state, FBO encapsulate framebuffer state, TFO encapsulate transform feedback state, and so on... -- Tristam MacDonald http://swiftcoder.wordpress.com/ -- You received this message because you are subscribed to the Google Groups "pyglet-users" group. To post to this group, send email to [email protected]. To unsubscribe from this group, send email to [email protected]. For more options, visit this group at http://groups.google.com/group/pyglet-users?hl=en.
