Render multiple objects with OpenGL ES 2.0?

You maintain separate vertex/index buffers for different objects, yes. For example, you might have a RenderedObject class, and each instance would have it's own vertex buffer. One RenderedObject might take it's vertices from a house mesh, one might come from a character mesh, etc During rendering you set the appropriate transform/rotation/shading for the vertex buffer you're working with, perhaps something like: void RenderedObject::render() { ... //set textures/shaders/transformations glBindBuffer(GL_ARRAY_BUFFER, bufferID); glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexCount); ... } As mentioned in there other answer, the bufferID is just a GLuint not the entire contents of the buffer.

If you need more details on creating vertex buffers and filling them with data, I'm happy to add those as well.

You maintain separate vertex/index buffers for different objects, yes. For example, you might have a RenderedObject class, and each instance would have it's own vertex buffer. One RenderedObject might take it's vertices from a house mesh, one might come from a character mesh, etc.During rendering you set the appropriate transform/rotation/shading for the vertex buffer you're working with, perhaps something like: void RenderedObject::render() { ... //set textures/shaders/transformations glBindBuffer(GL_ARRAY_BUFFER, bufferID); glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexCount); ... } As mentioned in there other answer, the bufferID is just a GLuint not the entire contents of the buffer.

If you need more details on creating vertex buffers and filling them with data, I'm happy to add those as well.

If the meshes are different, you keep them in different vertex buffers. If they are similar (eg. Animation, color) you pass arguments to the shader.

You only have to keep the handles to the VBOs, not the vertex data itself if you don't plan on animating the object on the application side. Device side animation is possible.

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