Timeline for glBufferSubData and offset alignment?
Current License: CC BY-SA 3.0
10 events
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May 8, 2013 at 9:53 | history | edited | Christian Rau | CC BY-SA 3.0 |
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May 2, 2013 at 13:35 | history | edited | Christian Rau | CC BY-SA 3.0 |
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May 2, 2013 at 13:34 | vote | accept | KaiserJohaan | ||
May 2, 2013 at 13:31 | comment | added | Christian Rau |
@KaiserJohaan That is a completely different problem and doesn't have anything to do with glBindBufferRange itself, but with uniform buffer objects specifically and how the implementation aligns multiple uniform blocks inside a uniform buffer object. So in this case using the buffer as a uniform buffer requires offsets to be properly aligned for uniform blocks, while in your case it requires the offsets (in glVertexAttribPointer ) to be properly aligned for attribute data (float[3] in your particular case).
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May 2, 2013 at 13:26 | history | edited | Christian Rau | CC BY-SA 3.0 |
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May 2, 2013 at 13:20 | history | edited | Christian Rau | CC BY-SA 3.0 |
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May 2, 2013 at 13:17 | comment | added | KaiserJohaan | ah so the alignment mentioned is simply for the data type. I was worried because I recall in arcsynthesis.org/gltut/Illumination/Tutorial%2012.html the author mentions glBindBufferRange has an additional opengl-implementation alignment aswell (something like 64 bytes) | |
May 2, 2013 at 13:14 | history | edited | Christian Rau | CC BY-SA 3.0 |
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May 2, 2013 at 13:05 | vote | accept | KaiserJohaan | ||
May 2, 2013 at 13:06 | |||||
May 2, 2013 at 12:51 | history | answered | Christian Rau | CC BY-SA 3.0 |