Hello,
Can someone better explain this macro used in many OpenGL ES programs:
I know why the macro is here, but I don't understand how it works, despite reading a couple of explanations across StackOverflow. I'd like to know how it works specifically in relation to
.
The last needed parameter of
is a pointer to the first piece of vertex data.
So why cast the result of the macro as a pointer to a char, when the data in the vertex array is a float? Is it due to the value of a char == 1 byte?
I'm completely confused about how this works, could someone please provide some insight.
Thanks!
Can someone better explain this macro used in many OpenGL ES programs:
Code:
#define BUFFER_OFFSET(i) ((char *)NULL + (i))
I know why the macro is here, but I don't understand how it works, despite reading a couple of explanations across StackOverflow. I'd like to know how it works specifically in relation to
Code:
glVertexAttribPointer
The last needed parameter of
Code:
glVertexAttribPointer
So why cast the result of the macro as a pointer to a char, when the data in the vertex array is a float? Is it due to the value of a char == 1 byte?
I'm completely confused about how this works, could someone please provide some insight.
Thanks!