I’m sorry to disturb you with such a question, but I’ve been thinking about this for a while and wasn’t able to find an answer.
At a first moment, I was learning about OpenGL and I didn’t know anything about GLSL, even it’s existence. So I was using many deprecated functions without knowing it.
Now I’m trying to learn how to use an OpenGL 4.2 context in a core profile, trying to avoid things like pushmatrix, or glBegin, and trying to explore VBO, VAO and GLSL in general.
I came to doubt when I got tired of drawing triangles and polygons in general and started thinking about spheres and cylinders.
How should I proceed in such a case? Because I can’t think in a way to pass the vertex data to the VBO with, for instance, glutSolidSphere. Should I create an algorithm to draw a sphere made of triangles?
Any help is appreciated, thanks in advance.