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In pre-DSA opengl, the way to specify a Vertex Array attribute format was something like this:

glBindVertexArray(VA);
glEnableVertexAttribArray(attribIndex);
glVertexAttribPointer(attribIndex, count, type, normalized, stride, pointer);

With DSA is something like:

glVertexArrayVertexBuffer(VA, bindingIndex, VB, offset, stride);
glEnableVertexArrayAttrib(VA, attribIndex);
glVertexArrayAttribFormat(VA, attribIndex, count, type, normalized, relOffset);
glVertexArrayAttribBinding(VA, attribIndex, bindingIndex);

My questions are:

  1. What is the bindingIndex and what role does it have?
  2. Why is glVertexArrayAttribFormat separated from glVertexArrayAttribBinding? Is there any advantage of doing this?
  3. What's its relation with, for instance, a Uniform Buffer binding point?
JPer_OR
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