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January 6, 2016 07:06
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This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -0,0 +1,21 @@ VAOs act similarly to VBOs and textures with regard to how they are bound. Having a single VAO bound for the entire length of your program will yield no performance benefits because you might as well just be rendering without VAOs at all. In fact it may be slower depending on how the implementation intercepts vertex attribute settings as they're being drawn. The point of a VAO is to run all the methods necessary to draw an object once during initialization and cut out all the extra method call overhead during the main loop. The point is to have multiple VAOs and switch between them when drawing. In terms of best practice, here's how you should organize your code: ``` initialization: for each batch generate, store, and bind a VAO bind all the buffers needed for a draw call unbind the VAO main loop/whenever you render: for each batch bind VAO glDrawArrays(...); or glDrawElements(...); etc. unbind VAO ``` This avoids the mess of binding/unbinding buffers and passing all the settings for each vertex attribute and replaces it with just a single method call, binding a VAO.