Sample 3d vertices array free download

Asked By 10 points N/A Posted on -
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Hi guys,

What is a 3D vertex array?

I know this concern to OpenGL, but I am not familiar with it.

Please tell me where I can get sample 3D vertices array free download.

Thanks.

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Answered By 0 points N/A #168314

Sample 3d vertices array free download

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Hello Stanton Snider,

I am giving you some references for your better guidelines.

  • http://www.songho.ca/opengl/gl_vertexarray.html – This site gives a tutorial on how to store vertex data in a set of array including vertex positions.
  • The following code can be utilized to Use Vertex Array Object (Open GL).

// BEGIN INITIALIZATION

// Define some vertex data

struct Vertex {

  GLfloat position[3];

  GLfloat texcoord[2];

};

Vertex vertexdata[NUM_VERTS] = { … };

GLubyte indexdata[NUM_INDICES] = { 0, 1, 2, … };

// Create and bind a VAO

GLuint vao;

glGenVertexArrays(1, &vao);

glBindVertexArray(vao);

// Create and bind a BO for vertex data

GLuint vbuffer;

glGenBuffers(1, &vbuffer);

glBindBuffer(GL_ARRAY_BUFFER, vbuffer);

// copy data into the buffer object

glBufferData(GL_ARRAY_BUFFER, NUM_VERTS * sizeof(Vertex), vertexdata, GL_STATIC_DRAW);

// set up vertex attributes

glEnableVertexAttribArray(0);

glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, position));

glEnableVertexAttribArray(1);

glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, texcoord));

// Create and bind a BO for index data

GLuint ibuffer;

glGenBuffers(1, &ibuffer);

glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibuffer);

// copy data into the buffer object

glBufferData(GL_ELEMENT_ARRAY_BUFFER, NUM_INDICES * sizeof(GLubyte), indexdata, GL_STATIC_DRAW);

// At this point the VAO is set up with two vertex attributes.

// referencing the same buffer object, and another buffer object.

// as source for index data. We can now unbind the VAO, go do.

// something else, and bind it again later when we want to render.

// with it.

glBindVertexArray(0);

// END INITIALIZATION

// BEGIN RENDER LOOP

// This is it. Binding the VAO again restores all buffer

// bindings and attribute settings that were previously set up

glBindVertexArray(vao);

glDrawElements(GL_TRIANGLES, NUM_INDICES, GL_UNSIGNED_BYTE, (void*)0);

// END RENDER LOOP

Best Wishes.

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