5
votes
GL_INVALID_OPERATION on glBindVertexArray Despite glGenVertexArrays()
There is another way this can happen (I just ran into this one myself); VAOs are like FBOs; they aren't shared between shared OpenGL contexts. That if, if you call glGenVertexArrays() from one ...
2
votes
Accepted
What is a efficient way for adding and removing vertices and indices in C++?
One thing you can do is defer the deletion of vertices.
Replace a "removed" vertex's data with NAN values, but leave it where it is, and record its index in a separate small collection of &...
1
vote
Cannot Draw a triangle without VAO on MacOS
Above a certain GL version Macs only support OpenGL core profiles, which require VAOs. This is perfectly legal, but it does mean that code written for other platforms, where compatibility profiles are ...
1
vote
Difference in glDrawArrays and glDrawElements
When you use glDrawArrays you have to choose an indexing pattern, one of GL_TRIANGLES, ...
1
vote
How can I efficiently store Vertex data in C#/XNA?
I know this is an old post but I will send my reply for others to see. What you can do is possibly save ALL the chunks in their OWN chunk files on your computer. Have like two float/into variables
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