I want to send a buffer list (to the GPU/vertex shader) which contains information about vertex position, world position, color, scale, and rotation.
If each of my 3D objects have transformation related information in a matrix, how can i pass this array of matrices (in addition to the other vertex data) to the GPU via the VBO(s) ?
Updated
Please excuse any typos:
// bind & set vertices.
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
gl.vertexAtribPointer(a_Position, 3, gl.FLOAT, false, stride, 0);
// bind & set vertex normals.
gl.bindBuffer(gl.ARRAY_BUFFER,, vertexNormalsBuffer);
gl.vertexAttribPointer(a_Normal, 3, gl.FLOAT, false, stride, 0);
// becaue i cant pass in a model matrix via VBO, im tryng to pass in my world coordinates.
gl.bindBuffer(gl.ARRAY_BUFFER, worldPositionBuffer);
// not sure why i need to do this, but most tutorials i've read says to do this.
gl.bindBuffer(gl.ARRAY_BUFFER, null);
// bind & draw index buffer.
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, vertexIndexBuffer);
gl.drawElements(gl.TRIANGLES, vertexIndexCount, gl.UNSIGNED_SHORT, 0);
Note that these buffers (vertexBuffer
, vertexNormalsBuffer
, worldPostiionBuffer
, vertexIndexBuffer
) are a concatenation of all the respective 3D objects in my scene (which i was rendering one-by-one via attributes/uniforms - a naive approach which is much simpler and easier to grasp, yet horribly slow for 1000's objects).
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