I recently came across this article: https://www.khronos.org/opengl/wiki/Vertex_Specification_Best_Practices#Attribute_sizes, claiming some memory optimizations could be done by, for example, using
GL_SHORT
to store texture coordinates in VBOs.
As I understand it, this has to be set when calling
glVertexAttribPointer
. Using anything other than
GL_FLOAT
results in distorted colors/texture coordinates/the model not showing at all, depending on which data (vertices, colors, normals, …) I tried to store using a different format.
Do I have to convert my data stored in the VBOs as
float[]
somehow?
Thanks for your help.