I've not checked out VBOs yet, but I think Terrabits 3D Level Demo uses them (if supported), check this post:
http://www.blitzbasic.com/Community/posts.php?topic=41577
As for the code, GLuint is an Unsigned INT, in max just use an INT
At a guess, the code means something like this:
Local buffer:Int = 0
glGenBuffersARB(1, VarPtr(buffer)) 'Get a buffer name (name = a pointer)
glBindBufferARB(GL_ARRAY_BUFFER_ARB, buffer) 'Tell GL buffer is of type 'GL_ARRAY_BUFFER_ARB'
glBufferDataARB(GL_ARRAY_BUFFER_ARB, SizeOf(data), data, GL_STATIC_DRAW_ARB) 'Point the buffer to some data
If 'data' is a vertex array, I'm not sure if SizeOf(data) would need to be 'data.length' instead.
Tom
http://www.blitzbasic.com/Community/posts.php?topic=41577
As for the code, GLuint is an Unsigned INT, in max just use an INT
At a guess, the code means something like this:
Local buffer:Int = 0
glGenBuffersARB(1, VarPtr(buffer)) 'Get a buffer name (name = a pointer)
glBindBufferARB(GL_ARRAY_BUFFER_ARB, buffer) 'Tell GL buffer is of type 'GL_ARRAY_BUFFER_ARB'
glBufferDataARB(GL_ARRAY_BUFFER_ARB, SizeOf(data), data, GL_STATIC_DRAW_ARB) 'Point the buffer to some data
If 'data' is a vertex array, I'm not sure if SizeOf(data) would need to be 'data.length' instead.
Tom