I am confused with the point in generating/creating a Vertex Array Object (VAO) with:
glGenVertexArrays(GLsizei n, GLuint *arrays);
and
glBindVertexArray(GLuint);
Because I can still create a buffer object, say for vertices, and describe that buffer object with glVertexAttribPointer
and glEnableVertexAttribArray
without ever creating a VAO.
My question is if you do not have to actually create the VAO to describe the data in a buffer object, why would such sources as the OpenGL SuperBible 5ed include a call to create a VAO when creating VBOs? Are they only used for more advanced topics I have yet to discover, am I totally confused?
Also I first encountered this question when reading wikipedias entry on VBOs and their sample code includes no calls to glGenVertexArrays()
but they still describe the data with glVertexAttribPointer()
.Wiki VBO entry --
Example where VAOs are created for what reason?
A Vertex Array Object (or VAO) is an object that describes how the vertex attributes are stored in a Vertex Buffer Object (or VBO). This means that the VAO is not the actual object storing the vertex data, but the descriptor of the vertex data.
Detailed Description. Define a set of one or more 2D primitives. sf::VertexArray is a very simple wrapper around a dynamic array of vertices and a primitives type. It inherits sf::Drawable, but unlike other drawables it is not transformable.
A Vertex Array Object (VAO) is an OpenGL Object that stores all of the state needed to supply vertex data (with one minor exception noted below). It stores the format of the vertex data as well as the Buffer Objects (see below) providing the vertex data arrays.
A vertex attribute is an input variable to a shader that is supplied with per-vertex data. In OpenGL core profile, they are specified as in variables in a vertex shader and are backed by a GL_ARRAY_BUFFER . These variable can contain, for example, positions, normals or texture coordinates.
Performance improvements.
In many cases, setting up your attributes on the host require a high number of API calls, and an important amount of validation inside the implementation.
Doing all those once, and using the VAO allow that work to be amortized.
See, for example, Graham Sellers' analysis for actual data.
Say you are building an object that needs three VBOs (different data for shading, maybe positions, normals and some fancy effect parameter). Each time you would draw this object, you would have to bind all these VBOs and set any additional parameters. If you use a VAO, you only have to use one call (binding the vertex array), this will set up the entire environment for the specific object.
The answer is not as hard as you imagined. Just think of it as a funny metaphor; VertexArrayObject
is the boss and it manages several staff members which are VetexBufferObjects
.
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