Unbinding VBO's
Hey,
since I started to issue a second "draw" call for the UI of my game, I have to somehow unbind the VBO's that I bound with
(Otherwise I can't access standard pointers).
So as I understood, one just calls
The problem is, if I add this line I get a "glBindBuffer_Exec"-Error.
Any hints on this my friends?
since I started to issue a second "draw" call for the UI of my game, I have to somehow unbind the VBO's that I bound with
Code:
glBindBuffer(GL_ARRAY_BUFFER, *vertexBuffer);So as I understood, one just calls
Code:
glBindBuffer(GL_VERTEX_ARRAY, 0);Any hints on this my friends?
GL_VERTEX_ARRAY is not a legal constant there.
Possibly Related Threads...
| Thread: | Author | Replies: | Views: | Last Post | |
| N-Body with GLSL and VBO's (how to approach)? | mcMike | 4 | 5,379 |
May 24, 2008 11:06 AM Last Post: mcMike |
|
| help about VBO's | bonanza | 5 | 3,293 |
Sep 6, 2007 10:57 PM Last Post: bonanza |
|
| Use of VBO's with frame animation MD2's/MD3's (etc) = benefits? | Jones | 22 | 7,897 |
Oct 28, 2006 01:25 AM Last Post: OneSadCookie |
|

