OpenGL ES Practice
2020.06.09
Niyao
 热度
℃
最佳数据传递方式
- Generate—Ask OpenGL ES to generate a unique identifier for a buffer that the graphics
processor controls.
- Bind—Tell OpenGL ES to use a buffer for subsequent operations.
- Buffer Data—Tell OpenGL ES to allocate and initialize sufficient contiguous memory for
a currently bound buffer—often by copying data from CPU-controlled memory into the
allocated memory.
- Enable or Disable—Tell OpenGL ES whether to use data in buffers during subsequent
rendering.
- Set Pointers—Tell OpenGL ES about the types of data in buffers and any memory offsets
needed to access the data.
- Draw—Tell OpenGL ES to render all or part of a scene using data in currently bound and
enabled buffers.
- Delete—Tell OpenGL ES to delete previously generated buffers and free associated
resources.
- glGenBuffers()—Asks OpenGL ES to generate a unique identifier for a buffer that the graphics processor controls.
- glBindBuffer()—Tells OpenGL ES to use a buffer for subsequent operations.
- glBufferData() or glBufferSubData()—Tells OpenGL ES to allocate and initialize sufficient contiguous memory for a currently bound buffer.
- glEnableVertexAttribArray() or glDisableVertexAttribArray()—Tells OpenGL ES whether to use data in buffers during subsequent rendering.
- glVertexAttribPointer()—Tells OpenGL ES about the types of data in buffers and any offsets in memory needed to access data in the buffers.
- glDrawArrays() or glDrawElements()—Tells OpenGL ES to render all or part of a scene using data in currently bound and enabled buffers.
- glDeleteBuffers()—Tells OpenGL ES to delete previously generated buffers and free associated resources.