Login  Register

Re: Poor Performance with glVertexAttribPointer

Posted by gouessej on Jan 12, 2014; 10:12am
URL: https://forum.jogamp.org/Poor-Performance-with-glVertexAttribPointer-tp4031170p4031172.html

Personally, I would do that:

                        if(texBound && texEnabled) {
                                gl.glEnableVertexAttribArray(1);
                                gl.glVertexAttribPointer(1, 2, GL_FLOAT, false, 0, 2 * buffObj.nverts * Buffers.SIZEOF_FLOAT);
                        } else {
                                gl.glEnableVertexAttribArray(0);
                                gl.glVertexAttribPointer(0, 2, GL_FLOAT, false, 0, 0);
                        }

//same code ...

                        if(texBound && texEnableD)
                              gl.glDisableVertexAttribArray(1);
                        else
                              gl.glDisableVertexAttribArray(0);



Why not looking at the source code of JMonkeyEngine 3 shader based JOGL renderer? I think I use these calls appropriately.
Julien Gouesse | Personal blog | Website