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/

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