如果有人想使用 OpenGL ES 2.0 扩展“GL_OES_vertex_array_object”,则必须首先在他的程序中定义宏“ GL_GLEXT_PROTOTYPES ”。然后他可以通过调用API eglGetProcAddress来获取扩展程序位置。这是使用此扩展的示例。
#定义 GL_GLEXT_PROTOTYPES
PFNGLGENVERTEXARRAYSOESPROC glGenVertexArraysOESv;
PFNGLBINDVERTEXARRAYOESPROC glBindVertexArrayOESv;
PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArraysOESv;
glGenVertexArraysOESv = (PFNGLGENVERTEXARRAYSOESPROC)eglGetProcAddress ( "glGenVertexArraysOES" ) ;
glBindVertexArrayOESv = (PFNGLBINDVERTEXARRAYOESPROC)eglGetProcAddress ( "glBindVertexArrayOES" ) ;
glDeleteVertexArraysOESv = (PFNGLDELETEVERTEXARRAYSOESPROC)eglGetProcAddress ( "glDeleteVertexArraysOES" ) ;
完成这些步骤后,就可以使用新的别名 glGenVertexArraysOESv、glBindVertexArrayOESv、glDeleteVertexArraysOESv 来调用 OpenGL ES 2.0 扩展中的 VAO 操作函数了。