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Home/ Questions/Q 8261085
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Editorial Team
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Editorial Team
Asked: June 8, 20262026-06-08T03:16:55+00:00 2026-06-08T03:16:55+00:00

I’m using shaders and the programmable pipeline, I need to connect two meshes with

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I’m using shaders and the programmable pipeline, I need to connect two meshes with a line (maybe colored) but I just have the model matrices of these two objects. The line should start at the center of these objects so I assume the object-coords of the two points should be:

start point: 0,0,0
end point: 0,0,0

to connect the two objects I assume I’ll have to multiply these points in the shader by their respective object’s model matrix. And then multiply everything by the view matrix (this is common to the two objects). And eventually by the projection matrix.

I’ve always used shaders with vertex arrays, how would I pass two different vertices to a shader? Should I use uniforms for them too? And what function should I use to draw the line since both glDrawElements and glDrawArrays require a data array?

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-06-08T03:16:57+00:00Added an answer on June 8, 2026 at 3:16 am

    The most straightforward method would be to create a VBO containing the worldspace points of all the lines you wish to draw with GL_LINES.

    The easiest is to use glDrawArrays. If you have extreme amounts of object pairs that need lines between (10.000s+) then it might make sense to store all the points in a VBO, and then use a IBO (index buffer) to say what points in the VBO are connected by a line.

    The line vertices would still have to be transformed by the view matrix.

    Here’s an example:
    GLuint vao, vbo;

    // generate and bind the vao
    glGenVertexArrays(1, &vao);
    glBindVertexArray(vao);
    
    // generate and bind the buffer object
    glGenBuffers(1, &vbo);
    glBindBuffer(GL_ARRAY_BUFFER, vbo);
    
    struct Point{ 
        float x,y,z; 
        Point(float x,float y,float z) 
                        : x(x), y(y), z(z) 
        {} 
    };
    
    // create two points needed for a line. For more lines, just add another point-pair
    std::vector<Point> vertexData;
    vertexData.push_back( Point(-0.5, 0.f, 0.f) );
    vertexData.push_back( Point(+0.5, 0.f, 0.f) );
    
    // fill with data
    size_t numVerts = vertexData.size();
    glBufferData(GL_ARRAY_BUFFER, sizeof(Point)*numVerts, &vertexData[0], GL_STATIC_DRAW);
    
    // set up generic attrib pointers
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, numVerts*sizeof(Point), (char*)0 + 0*sizeof(GLfloat));
    
    // "unbind" vao
    glBindVertexArray(0);
    
    // In your render-loop:
    glBindVertexArray(vao);
    glDrawArrays(GL_LINES, 0, numVerts);
    

    If you need to add more point-pairs during runtime, update the std::vector, bind the VBO and call glBufferData.

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