I am following some begginer OpenGL tutorials, and am a bit confused about this snippet of code:
glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObject); //Bind GL_ARRAY_BUFFER to our handle
glEnableVertexAttribArray(0); //?
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0); //Information about the array, 3 points for each vertex, using the float type, don't normalize, no stepping, and an offset of 0. I don't know what the first parameter does however, and how does this function know which array to deal with (does it always assume we're talking about GL_ARRAY_BUFFER?
glDrawArrays(GL_POINTS, 0, 1); //Draw the vertices, once again how does this know which vertices to draw? (Does it always use the ones in GL_ARRAY_BUFFER)
glDisableVertexAttribArray(0); //?
glBindBuffer(GL_ARRAY_BUFFER, 0); //Unbind
I don't understand how glDrawArrays
knows which vertices to draw, and what all the stuff to do with glEnableVertexAttribArray
is. Could someone shed some light on the situation?
The call to glBindBuffer
tells OpenGL to use vertexBufferObject
whenever it needs the GL_ARRAY_BUFFER
.
glEnableVertexAttribArray
means that you want OpenGL to use vertex attribute arrays; without this call the data you supplied will be ignored.
glVertexAttribPointer
, as you said, tells OpenGL what to do with the supplied array data, since OpenGL doesn't inherently know what format that data will be in.
glDrawArrays
uses all of the above data to draw points.
Remember that OpenGL is a big state machine. Most calls to OpenGL functions modify a global state that you can't directly access. That's why the code ends with glDisableVertexAttribArray
and glBindBuffer(..., 0)
: you have to put that global state back when you're done using it.