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.