Rendering textures via VBO

Good. Now, you just need to change your texture coordinates to match the vertices. I think that these should work:

0, 1,
1, 1,
0, 0,

0, 1,
1, 0,
1, 1

It still looks odd. maybe something should be flipped.

http://i.minus.com/iQj59V4Er1s3k.gif

Hmm… Yeah, just keep messing around with the coordinates. Maybe you have to re-order them or something.

Hehe, yeah they are… Interleaving data or sending it down the pipeline in a new way doesn’t make it programmable. In that case OpenGL 1.5 had a programmable pipeline.

I’m never using immediate mode. Using the old gl_Vertex in GLSL doesn’t mean its interleaved, not at all. I’m just saying the drawArrays call in GL1.5 and glBegin(…) commands basically send data to the same place. And you can still use them and their concepts in a more modern context.

glUniform(…) has been around since 2.0, and still is the best way to send matrices in 3.0 ( I think… ). Although vertex attributes are cool. I just don’t think they’re programmable with the OpenGL programmable pipeline.