I have seen a lot of information about reducing the calls to openGL, but I don't understand the pipeline well enough. Can you set up the VBO completely head of time? Specifically using this example, it sets up the VBO and then each frame calls the enabling/pointer setup prior to the draw call. Can the VBO be completely set up with the enabling/pointer setup when it is created?
Something like this
Data_Init_Func(...)
{
....
glGenBuffers(1, &IndexVBOID);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IndexVBOID);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, SizeInBytes, NULL, GL_STATIC_DRAW);
short pindices[YYY];
pindices[0]=0;
pindices[1]=5;
//etc...
offsetInByte=0;
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, offsetInByte, SizeInBytes, pindices);
glGenBuffers(1, VertexVBOID);
glBindBuffer(GL_ARRAY_BUFFER, VertexVBOID);
glBufferData(GL_ARRAY_BUFFER, SizeInBytes, NULL, GL_STATIC_DRAW);4
//data creation and binding
...
// Normally it seems like this code is PER FRAME... DOES IT NEED TO BE?
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glVertexPointer(3, GL_FLOAT, 64, BUFFER_OFFSET(0));
glNormalPointer(GL_FLOAT, 64, BUFFER_OFFSET(12));
glClientActiveTexture(GL_TEXTURE0);
glEnableClientState(GL_TEXTURE_COORD_ARRAY); //Notice that after we call
glClientActiveTexture, we enable the array
glTexCoordPointer(2, GL_FLOAT, 64, BUFFER_OFFSET(24));
glClientActiveTexture(GL_TEXTURE1);
glEnableClientState(GL_TEXTURE_COORD_ARRAY); //Notice that after we call
glClientActiveTexture, we enable the array
glTexCoordPointer(2, GL_FLOAT, 64, BUFFER_OFFSET(32));
glClientActiveTexture(GL_TEXTURE2);
glEnableClientState(GL_TEXTURE_COORD_ARRAY); //Notice that after we call
glClientActiveTexture, we enable the array
glTexCoordPointer(2, GL_FLOAT, 64, BUFFER_OFFSET(40));
...
}
Draw(...)
{
glBindBuffer(GL_ARRAY_BUFFER_ARB, VertexVBOID); // for vertex coordinates
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IndexVBOID); // for indices
// DO I NEED TO CALL THE VERTEX ENABLING/POINTER SETUP HERE?
// draw 6 quads using offset of index array
glDrawRangeElements(GL_TRIANGLES, x, y, z, GL_UNSIGNED_SHORT, BUFFER_OFFSET(0));
...
}