I have some example code that calls glVertexAttribPointer() in 2 places. Is this necessary or can it just be done once?
First time - associating the vertex buffer data:
glVertexAttribPointer( 0, 3, GL_FLOAT, GL_FALSE, sizeof( COLVERTEX ), 0 );
glBufferData( GL_ARRAY_BUFFER, sizeof( v ), v, GL_STATIC_DRAW );
Second time - in the rendering callback function:
glEnableVertexAttribArray(0);
glBindBuffer( GL_ARRAY_BUFFER, vboQuad );
glVertexAttribPointer( 0, 3, GL_FLOAT, GL_FALSE, sizeof( COLVERTEX ), 0 );
glDrawArrays( GL_QUADS, 0, 4 );
glDisableVertexAttribArray(0);
Is it really necessary to describe the vertex attributes twice?
glVertexAttribPointerassociates the currently bound buffer to the currently bound Vertex Array Object. You can the bind/undbind the VAO, which keeps the set of attribute buffers. - Colonel Thirty TwoBufferDatafills VBO with raw data. At this point it doesn't matter how data is supposed to be interpreted when drawing (e.g. the same data may be interpreted as vertex positions at one draw but as normals in another). So yes, you can remove this first call. - keltar