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Home/ Questions/Q 8282541
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Editorial Team
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Editorial Team
Asked: June 8, 20262026-06-08T10:24:18+00:00 2026-06-08T10:24:18+00:00

Let’s say I want to upload unsigned integer and float data to the graphics

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Let’s say I want to upload unsigned integer and float data to the graphics card, in a single draw call. I use standard VBOs (not VAO, I’m using OpenGL 2.0), with the various vertex attribute arrays combined into the single GL_ARRAY_BUFFER, and pointed to individually using glVertexAttribPointer(...), so:

    glBindBuffer(GL_ARRAY_BUFFER, vertexBufferId);
    glEnableVertexAttribArray(positionAttributeId);
    glEnableVertexAttribArray(myIntAttributeId);
    glVertexAttribPointer(positionAttributeId, 4, GL_FLOAT, false, 0, 0);
    glVertexAttribPointer(colorAttributeId, 4, GL_UNSIGNED_INT, false, 0, 128);

    glClear(...);
    glDraw*(...);

The problem I have here is that my buffer (ref’ed by vertexBufferId), has to be created as a FloatBuffer in LWJGL, so that it can support the attribute of type GL_FLOAT, and this would seem to preclude the use of GL_INT here (or else, the other way around – it’s either one or the other since the buffer cannot be of two types).

Any ideas? How would this be handled in native C code?

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  1. Editorial Team
    Editorial Team
    2026-06-08T10:24:20+00:00Added an answer on June 8, 2026 at 10:24 am

    This would be handled in C (in a safe way) by doing this:

    GLfloat *positions = malloc(sizeof(GLfloat) * 4 * numVertices);
    GLuint *colors = malloc(sizeof(GLuint) * 4 * numVertices);
    
    //Fill in data here.
    
    //Allocate buffer memory
    glBufferData(..., (sizeof(GLfloat) + sizeof(GLuint)) * 4 * numVertices, NULL, ...);
    //Upload arrays
    glBufferSubData(..., 0, sizeof(GLfloat) * 4 * numVertices, positions);
    glBufferSubData(..., sizeof(GLfloat) * 4 * numVertices, sizeof(GLuint) * 4 * numVertices, colors);
    
    free(positions);
    free(colors);
    

    There are other ways of doing this in as well, which involve a lot of casting and so forth. But this code emulates what you’ll have to do in LWJGL.

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