I want to keep multiple different meshes in the same VBO, so I can draw them with glDrawElementsBaseVertex
. How different can vertex specifications for different meshes be in such a VBO in order to be able to draw them like that?
To be more specific:
- Can vertex arrays for different meshes have different layouts (interleaved (VNCVNCVNCVNC) vs batch(VVVVNNNNCCCC))?
- Can vertices of different meshes have different numbers of attributes?
- Can attributes at same shader locations have different sizes for different meshes (
vec3
,vec4
, ...)? - Can attributes at same shader locations have different types for different meshes (
GL_FLOAT
,GL_HALF_FLOAT
, ...)?
P.S. When i say mesh I mean an array of vertices, where each vertex has some attributes (position, color, normal, uv, ...).