In TWGL, why do I have to pass the buffer information first to setBuffersAndAttributes and then pass it again to drawBufferInfo? I'm very new to WebGL and just try to understand the pipeline, why are these two seperate calls, in which scenario would I first set the buffer information and then do something else before drawing it or not draw it at all or draw a different buffer information?
In TWGL, why are "setBuffersAndAttributes" and "drawBufferInfo" two seperate calls?
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The most common reason would be drawing many of the same thing.
The only thing twgl.drawBufferInfo does is call
gl.drawArraysorgl.drawElementsand the only info it needs to do that isUNSIGNED_BYTE,UNSIGNED_SHORT, orUNSIGNED_INTIt's sole purpose is so you don't have to change your code from
gl.drawArraystogl.drawElementsor visa versa if you change the data from non-indexed to indexed