I have a vertex buffer containing several (in this case 2) graphs in the following structure:
var vertices = [
x0, y00, y10,
x1, y01, y11,
x2, y02, y12,
...
xn, y0n, y1n
];
and its indices
var indices = [0, 1, 2, 3, ... n-1];
You can notice that for each x
value there is 2
y values each determining the graph.
What I want is to render those 2 graphs using this single buffer without any duplication of the x
values.
Currently in the render loop I have this:
function render() {
gl.bindBuffer(gl.ARRAY_BUFFER, vBuff); // bind our buffer
// with this setup it renders only first graph:
// x0, y00,
// x1, y01,
// x2, y02,
// ...
// xn, y0n
gl.vertexAttribPointer(vertexPositionLocation, 2, gl.FLOAT, false, 4*3, 0);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
gl.drawElements(gl.LINE_STRIP, indices.length, gl.UNSIGNED_SHORT, 0);
// now how do I set up the vertexAttribPointer such that next draw call here
// would render second graph containing these points
// x0, y10,
// x1, y11,
// x2, y12,
// ...
// xn, y1n
// ?
}
If you were to strictly wanting to do it via attribute pointers you could split your position into two attributes referring to the same buffer:
// first call
gl.vertexAttribPointer(vertexPositionXLocation, 1, gl.FLOAT, false, 4*3, 0);
gl.vertexAttribPointer(vertexPositionYLocation, 1, gl.FLOAT, false, 4*3, 4);
gl.drawArrays(gl.LINE_STRIP, 0, numDataPoints);
// second call
gl.vertexAttribPointer(vertexPositionYLocation, 1, gl.FLOAT, false, 4*3, 8);
gl.drawArrays(gl.LINE_STRIP, 0, numDataPoints);
You vertex shader would then look something like this:
attribute float vX;
attribute float vY;
void main () { gl_Position=vec4(vX,vY,0,1); }
Also note that I used drawArrays
instead of drawElements
since you're implying that you have a linear index buffer anyways.