Comments (1)
Skipping VAOs entirely was a deliberate decision.
First, I have yet to see a bench that makes VAOs more efficient (it may have changed since the tutorials were written).
Secondly, it makes the rendering loop more intuitive - there is one less abstraction layer to understand.
But most importantly, the tutorials were designed to be portable across many OpenGL versions - including OpenGL 2, which still has a important user base on old hardware. It's also not supported in ES until 3.0.
I also chose to re-bind everything each frame because that's closer to what needs to be done in real application, where you can't just assume that only one objects gets drawn.
So, when I finally ditch the 2.1 port (still useful to many people), or if there's a compelling reason to change all the tutorials, I'll update them, but in the meantime, I think it's a good compromise.
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Related Issues (20)
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