Vertex Array Object - Horizon-NTH/HorizonGUI GitHub Wiki
VertexArrayObject
Overview
The VertexArrayObject
class in the hgui::kernel
namespace provides a mechanism for
creating and managing OpenGL Vertex Array Objects (VAOs). VAOs are an essential part of modern OpenGL
rendering pipelines and help organize vertex data efficiently. This class facilitates the creation, binding,
and unbinding of VAOs. The class is designed to work with OpenGL for rendering and requires an active OpenGL context.
The class is defined inside the header file VertexArrayObject.h
.
Constructors
-
VertexArrayObject()
: Constructs aVertexArrayObject
by generating a new VAO ID. -
~VertexArrayObject()
: Destroys theVertexArrayObject
and releases the associated VAO ID.
Member Functions
-
void bind()
: Binds the VAO to the current OpenGL context, making it the active VAO for subsequent rendering operations. -
void unbind()
: Unbinds the currently bound VAO, restoring the default state for rendering.
Example Usage
#include <hgui/header/VertexArrayObject.h>
// Example Usage of VertexArrayObject class
hgui::kernel::VertexArrayObject vao;
// Bind the VAO
vao.bind();
// Set up vertex attribute pointers and buffer bindings
// This is where you typically define your vertex layout and buffer bindings
// Perform rendering operations with the VAO
// Don't forget to unbind the VAO when done
vao.unbind();
Note: In the "Example Usage" section, you should set up vertex attribute pointers and buffer bindings as needed for your specific rendering requirements. Remember to unbind the VAO when you're finished with it to avoid interfering with subsequent rendering operations.