Hi there, your tutorial is excellent, thank you for putting so much work into this. My question is about the Mesh class, I am unable to get it to render multiple meshes. As far as I can tell this is due to the m_vertexArrayObject allocating the same ID for the mesh. Also, i had to make some changes to make this make more sense. For example, I changed m_vertexArrayObject from a GLuint to an array of length one:
enum {
SINGLE_VAO,
NUM_VAO
};
GLuint m_vertexArrayObject[NUM_VAO];
glGenVertexArrays(NUM_VAO, m_vertexArrayObject);
glBindVertexArray(m_vertexArrayObject[SINGLE_VAO]);
Secondly, the second argument to glGenVertexArrays is no longer passed as a pointer. Again, this is based on examples I found elsewhere. The problem I am facing is that m_vertexArrayObject[SINGLE_VAO] is always zero (i assume to that being the default value of the array), so (as far as i know) this means I can never have more than one mesh.
Thanks for your help with this!
Hi there, your tutorial is excellent, thank you for putting so much work into this. My question is about the Mesh class, I am unable to get it to render multiple meshes. As far as I can tell this is due to the
m_vertexArrayObjectallocating the same ID for the mesh. Also, i had to make some changes to make this make more sense. For example, I changedm_vertexArrayObjectfrom aGLuintto an array of length one:Secondly, the second argument to
glGenVertexArraysis no longer passed as a pointer. Again, this is based on examples I found elsewhere. The problem I am facing is thatm_vertexArrayObject[SINGLE_VAO]is always zero (i assume to that being the default value of the array), so (as far as i know) this means I can never have more than one mesh.Thanks for your help with this!