GL_OES_vertex_array_object

Supported Hardware

Series5, Series5XT, Series6, Series6XE, Series6XT

Valid APIs

OpenGL ES 1.x, 2.0

Description

This extension provides a level of encapsulation for bound vertex state such as that set by, for example 'glVertexPointer'. With this extension, any modifications to the vertex array state will bind specifically to the bound VAO, rather than being bound directly to the context. Changing between bound VAOs will modify the vertex state to whatever was last set within the newly bound VAO. This allows users to quickly switch between various vertex states, allowing them to, for example, switch between different model objects with far fewer API calls than are traditionally needed. To maintain compatibility with the Core ES APIs, this extension employs a "default VAO". What this means is that rather than the object name '0' being a special "nothing bound" name as in most OpenGL objects, it is instead a fully usable VAO.

More specifically, vertex array objects all the state set by the following methods:

    ES1: gl*Pointer(), glEnableClientState(), glBindBuffer()* 
    ES2: glVertexAttribPointer(), glEnableVertexAttribArray(), glBindBuffer()* 
    *VAOs only store the bound GL_ELEMENT_ARRAY_BUFFER. Any binding to GL_ARRAY_BUFFER or other
    buffer types are separate and distinct from VAOs.

Note

This functionality is core to OpenGL ES 3.0.

Registry Link

http://www.khronos.org/registry/gles/extensions/OES/OES_vertex_array_object.txt

Example

// Generate a vertex array object 
GLuint vertexArray; 
glGenVertexArraysOES(1, &vertexArray); 
// Bind the vertex array object 
glBindVertexArrayOES(vertexArray); 
// Set some vertex attribute pointers 
glVertexAttribPointer(0, 4, GL_FLOAT, GL_TRUE, 0, dataPointer); 
// Rebind the default VAO 
glBindVertexArrayOES(0);