I am trying to draw a square with VBO in my native blackberry 10 application. My implementation is,
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
g
You are doing something weird to your buffer. Without knowing what tileCoordList
is it's hard to say if you are adding the data correctly.
In general, regarding both of your concerns here: VBOs store the data for you. It is not only possible, but encouraged to do:
vbo_1, vbo_2;
vbo1.LoadData(data_1);
vbo2.LoadData(data_2);
main_loop {
vbo1.Bind();
Draw();
vbo2.Bind();
Draw();
}
I have used pseudocode here, but you should get the idea. I don't understand what the SubData
call is supposed to do; in general, one simple glBufferData
should be enough. Bind
call sets the buffer as an active one.
This line made me cringe - why is VBOId
public? Smells like a poorly designed abstraction to me:
glGenBuffers(1,&decompressTileImage->VBOId);
And oh, please don't use this->
. The only thing it does here is worsen readability.