我想像这样处理我的代码:
glVertexPointer( 3, GL_FLOAT, sizeof( Vertex ), (GLvoid*)offsetof( Vertex, Position ) );
glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( Vertex ), (GLvoid*)offsetof( Vertex, Color ) );
for ( /* each buffer */ )
{
glBindBuffer( GL_VERTEX_ARRAY, buffer );
glDrawArrays( GL_TRIANGLE_STRIP, 0, buffer_size );
}
这行得通吗?
或者我需要为每个缓冲区调用 gl*Pointer 吗?