/******************************************************************************** * OpenGL-Framework * * Copyright (c) 2015 Daniel Chappuis * ********************************************************************************* * * * This software is provided 'as-is', without any express or implied warranty. * * In no event will the authors be held liable for any damages arising from the * * use of this software. * * * * Permission is granted to anyone to use this software for any purpose, * * including commercial applications, and to alter it and redistribute it * * freely, subject to the following restrictions: * * * * 1. The origin of this software must not be misrepresented; you must not claim * * that you wrote the original software. If you use this software in a * * product, an acknowledgment in the product documentation would be * * appreciated but is not required. * * * * 2. Altered source versions must be plainly marked as such, and must not be * * misrepresented as being the original software. * * * * 3. This notice may not be removed or altered from any source distribution. * * * ********************************************************************************/ // Libraries #include "VertexArrayObject.h" using namespace openglframework; // Constructor VertexArrayObject::VertexArrayObject() : mVertexArrayID(0) { } // Destructor VertexArrayObject::~VertexArrayObject() { destroy(); } // Create the vertex buffer object bool VertexArrayObject::create() { // Destroy the current VAO destroy(); // Check that the needed OpenGL extensions are available bool isExtensionOK = checkOpenGLExtensions(); if (!isExtensionOK) { std::cerr << "Error : Impossible to use Vertex Array Object on this platform" << std::endl; assert(false); return false; } // Generate a new VAO glGenVertexArrays(1, &mVertexArrayID); assert(mVertexArrayID != 0); return true; } // Destroy the VAO void VertexArrayObject::destroy() { // Delete the vertex buffer object if (mVertexArrayID != 0) { glDeleteVertexArrays(1, &mVertexArrayID); mVertexArrayID = 0; } }