我的目标是使用相同的VBO但不同的偏移量多次呈现网格。例如:
//Load VBO
glGenBuffers(2, &bufferObjects[0]);
glBindBuffer(GL_ARRAY_BUFFER, bufferObjects[VERTEX_DATA]);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*size(vertices)*3, &vertices[0], GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferObjects[INDEX_DATA]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int)*size(indices), &indices[0], GL_STATIC_DRAW);
//Render VBO
glBindBuffer(GL_ARRAY_BUFFER, bufferObjects[VERTEX_DATA]);
glVertexPointer(3, GL_FLOAT, 0, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferObjects[INDEX_DATA]);
glDrawElements(renderFlag, nrIndices, GL_UNSIGNED_INT, 0);
如果我同时绘制洞的网格,那么没有问题,但是是否可以使用不同的起始索引绘制相同的网格,像这样:
glDrawElements(renderFlag, 20, GL_UNSIGNED_INT, "WHAT TO WRITE HERE"?);
(void*)(ixStart * sizeof(GLuint))
? - Kimi