Skip to main content
5 events
when toggle format what by license comment
Apr 25, 2016 at 1:38 comment added Stephane Hockenhull The part between glBindVertexArray(vaoID) and glBindVertexArray(0) that doesn't have the glDrawElements call is the part that setup the VertexArray, that goes into the LoadEverything() function with the glGenBuffers(1, &vboID) and glGenBuffers(1, &eboID). The glDeleteBuffers should not be called. At least until you don't need the buffers anymore (if you create a UnloadEverything() function for example). Once you get into level loading and unloading it gets more complicated but StackExchange isn't the place for this, plenty of good tutorials on-line for writing game engines.
Apr 25, 2016 at 1:22 comment added rlam12 That's why openGL assigns a GLuint to every object you create... Store those IDs somewhere
Apr 24, 2016 at 21:45 vote accept fridgemagnet
Apr 24, 2016 at 21:44 comment added fridgemagnet Thank you, it appears that was the case. I removed the texture loader and the RAM usage was constant, it appears it was creating extra data from a separate thread not deallocated. I understand how to load the textures and shaders only once, but how do I go about using the buffers once?
Apr 24, 2016 at 21:25 history answered Stephane Hockenhull CC BY-SA 3.0