Help with VAOs

Johannes Bauer <[email protected]> Tue, 27 Jan 2015 21:36:48 +0100
Newsgroups gmane.comp.python.opengl.user
Message-ID <[email protected]>
Hello list,

I'm trying to store objects (currently only vertices) on the graphics
card so that I can avoid lots of:

glBegin()
glVertex(...)
[...]
glEnd()

I've tried lots and lots of code now (none of which fully did what I
wanted) and really am losing my mind soon :-( I could adapt this to work
with my code:

https://gist.github.com/MorganBorman/4243336

And it does work, but when integrated in my 3D environment I noticed
that the drawn objects are not rendered perspectively, but just a flat
object.

I'm looking for the easiest way to dump a bunch of vertices onto the
graphics card and later reference those vertices to draw some object and
have it render as if I had used glBegin(), glVertex(), glEnd(). Is this
possible at all? Which approach should I look into?

In general I've seen two different approaches, one that involes (usually
super-primitive) shaders, others do not. I do not see why I would need a
custom-shader for this task, is this really necessary?

My goal ultimately is to store surfaces (i.e. vertices, their normals,
their texture UV coordinates) on the graphics card.

Any help is greatly appreciated,
Johannes

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