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- //in init
- glGenVertexArraysOES(1, &cubeVertexArray);
- glBindVertexArrayOES(cubeVertexArray);
- glGenBuffers(1, &cubeIndexBuffer);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, cubeIndexBuffer);
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, NUM_IMAGE_OBJECT_INDEX*sizeof(GLushort), cubeIndices, GL_STATIC_DRAW);
- glGenBuffers(1, &cubeVertexBuffer);
- glBindBuffer(GL_ARRAY_BUFFER, cubeVertexBuffer);
- glBufferData(GL_ARRAY_BUFFER, NUM_IMAGE_OBJECT_VERTEX * 3 * 6 *sizeof(GLfloat), cubeVertices, GL_STATIC_DRAW);
- glGenBuffers(1, &cubeNormalBuffer);
- glBindBuffer(GL_ARRAY_BUFFER, cubeNormalBuffer);
- glBufferData(GL_ARRAY_BUFFER, NUM_IMAGE_OBJECT_VERTEX * 3 * 6 *sizeof(GLfloat), cubeNormals, GL_STATIC_DRAW);
- glGenBuffers(1, &cubeTextureBuffer);
- glBindBuffer(GL_ARRAY_BUFFER, cubeTextureBuffer);
- glBufferData(GL_ARRAY_BUFFER, NUM_IMAGE_OBJECT_VERTEX * 2 * 6 *sizeof(GLfloat), cubeTexCoords, GL_STATIC_DRAW);
- glBindVertexArrayOES(0);
- //in render loop
- glBindBuffer(GL_ARRAY_BUFFER, cubeVertexBuffer);
- glVertexAttribPointer(vertexHandle, 3, GL_FLOAT, GL_FALSE, 0, 0);
- glEnableVertexAttribArray(vertexHandle);
- glBindBuffer(GL_ARRAY_BUFFER, cubeNormalBuffer);
- glVertexAttribPointer(normalHandle, 3, GL_FLOAT, GL_FALSE, 0, 0);
- glEnableVertexAttribArray(normalHandle);
- glBindBuffer(GL_ARRAY_BUFFER, cubeTextureBuffer);
- glVertexAttribPointer(textureCoordHandle, 2, GL_FLOAT, GL_FALSE, 0, 0);
- glEnableVertexAttribArray(textureCoordHandle);
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