A Vertex Buffer Object (VBO) is an OpenGL feature that provides methods for uploading data to the video device for non-immediate-mode rendering.

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Using VBO in Opengl. powered with c# TAOFramwork

I'm doing a 3D display for a big object. I've managed to display it with opengl primitives, so it's (very) slow Now i want to use the VBO optimization. But when i lost the focus on the opengl window ...
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Passing TexChoords to Shader via VAO/VBO isn't working

Simply put, I'm trying to move away from deprecated methods in my code. Currently I'm trying to get shaders to handle translating, rotating, and texturing my models. I'm only having problems with ...
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116 views

OpenGL One Color Per VBO

Recently I have been working with OpenGL and have decided to use colors instead of textures. However, since the project I am working on is going to have a low-poly look, I want each color to stand ...
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273 views

Is index drawing faster than non-index drawing

I need to draw a lot of polygons consisting of 6 vertices's (two triangles). Without any texture coordinates, normals etc., both approaches result in 72 bytes. In the future I would definitely also ...
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How to modify VBO data

I am learning LWJGL so i can start working on my game. In order to learn LWJGL I got the idea to implement the map builder so I can get comfortable with graphics programming. Now, for the map ...
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81 views

OpenGL: Making a Cube Class with Interleaved Color Data?

So, I am trying to make a basic "Drawable" class that handles a lot of the drawing for me in the background and I want to use modern OpenGL (no begin and end statements). I keep just getting a blank ...
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33 views

Can I “Pre-rotate” VBOs while loading them in LWJGL?

It is possible to flip VBOs horizontally and vertically by swapping around destination coordinates. Is it possible to rotate an image by any angle, such as 45 degrees, using different destination ...
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177 views

Opengl Best VAO model for voxel engine

I make a voxel engine on LWJGL 3 (OpenGL binding for JVM). I store all object data in world class. World is subdivided into 32*32*32 chunks. Chunks use octree storage. The main part of all my ...
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91 views

OpenGL what is VBO and when to use it?

So I am currently creating a game based on static voxels, there is no manipulation of voxels, which allows me to optimize it more. Now, my friend was kind enough to teach me modern OpenGL. Currently ...
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82 views

Multiple semi-dynamic objects in one VBO

I am working on a game that uses opengl 3. The huge geometry is spread over a grid of about 270,000 cells. The geometry in each cell, though not very frequently, can change independently from other ...
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150 views

OpenGL Core profile - Array of arrays in glBufferData for VBOs

I want to send each face as VBO, and I structured the data as this facevbo[0] = x x x x x x //x,y,z,r,g,b,s,t facevbo[1] = x x x x x facevbo[2] = x x x x x x x facevbo[3] = x x x x . . . ...
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28 views

Triangle data structure not working for LoD algorithm

I would like to implement a LoD algorithm to my 3D game in order to simplify meshes at certain distances from the player. My meshes are created / loaded using a VBO, so the vertex data is stored in a ...
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226 views

OpenGL How to render a voxel based world scene with many objects

I am working on a voxel game engine using OpenGL binding for JVM languages (scala is my case) - LWJGL 3 for OpenGL version 4.5 . Currently I'm stuck with chunk rendering (32*32*32 blocks). To render ...
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36 views

glColorPointer not working

I have this problem. The collection of triangle STL is rendered with some default color but the color that is stored in m_pDisplayedColors is not set. I would be thankful if someone points out the ...
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5k views

Interleaving Arrays in OpenGL

In my pursuit to write code that matches todays OpenGL standards I have found that I am completely clueless about interleaving arrays. I've tried and debugged just about everywhere I can think of but ...
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1answer
408 views

Bad performance using VBO with OpenGL ES in Android

I'm making an Android app and I need to draw some polygons using OpenGL ES. I'm able to render them but I'm disappointed with performance. I updated the code to use VBO but I didn't notice any ...
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617 views

OpenGL VBO and VAO Confusion

I would like to present here my Question about VBOs and VAOs. Basically from what i understand you can have different VAOs each of which can contain up to several VBOs , and by binding to the VAO's ID ...
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125 views

Confused with how I should organize my code in a 2D game using OpenGL [closed]

I've just now started learning OpenGL and I'm getting very overwhelmed and confused with some things. I don't want to permaturely optimize things, but I also don't make decisions about things I still ...
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1answer
194 views

FBO and VBO for performance

I discovered VBO's recently and changed my code to use them instead of immediate mode. Now I'm rendering 25000 squares and it's really slowing down my FPS. If I drew all the squares VBO's to an FBO, ...
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284 views

glBufferData consuming system memory

I am memory profiling my game in Visual Studio and about 60% of memory usage is happening from calls to glBufferData(). I may be missing something but should this consume GPU memory instead of system ...
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1answer
143 views

VBO -> How should it be done?

I'm very new to OpenGL/LWJGL. I'm reading a lot of VBOs. I'm sorry if I can't concretise my concern, but i'll try it: Why should I use VBOs? Whats the difference between using VBOs and glBegin() ...
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124 views

Edit VBO data or create a new one?

I have a question: if I have a VBO, and I have to change all the data inside it (because of resizing, ...), would it be more efficient to delete the old one and create a new one (and reallocate the ...
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VBO and gl*Pointer management practises?

I'm aware it's not a simple yes/no question and for the moment I can't tell if it can be simply answered, or is it a topic for a long discussion which is not suitable for our Q&A format. I want ...
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2D games and modern OpenGL

Preconcepts Ok, so what I've gathered so far is this: don't use fixed pipeline (deprecated or going to be deprecated) vbos store "object models" (n vertex data, mostly) vaos describe how data is ...
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356 views

How does a general Renderer::drawRect(0, 0, 100, 100) handle VBO's?

Lots of game engines and GUI systems have a general Renderer class with functions like: renderer.drawRect(0, 0, 100, 100); renderer.drawText(204, 452, "Hello, world!"); I understand how this could ...
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954 views

For Vertex Buffer Steaming, Multiple glBufferSubData VS Orphaning?

I was learning OpenGL recently. In games, we need to update the position of game objects frequently, and they will come in & out of screen constantly. So it means in rendering we need to update ...
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143 views

Dynamic VBO update possibly corrupting data?

I want to draw a line between two vertices. On a mouseclick the vertex data will change and I want to update the line to use the new values. I am using a VBO for this and it looks like the update ...
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409 views

Easy way to set face colors with indexed VBOs?

I'm loading OBJs, which lend themselves well to setting up as indexed VBOs, since each vertex is only defined once and then a face definition will reference the same vertex more than once when they ...
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1answer
178 views

IBO interfering with VBO data?

I have a vertex and color VBO that render a plane (2 triangles) just fine. However, when I attempt to use an IBO to render the plane, the vertices are completely off. My nice square looks all crumpled ...
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91 views

Using IBO's with color

I am trying to familiarize myself with IBO's by drawing triangles etc but I'm finding no way to get the color to apply properly. Can I not use an IBO to index the color values as well? I am having ...
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3answers
86 views

Arbitrary number of VBO to Vertex Shader

I am currently using standard modern OpenGL way to render a mesh via VBO and attributes glEnableVertexAttribArray(aVertexPosition); glBindBuffer(GL_ARRAY_BUFFER, VBO); ...
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434 views

Can I mix the use of VAO and direct usage of glVertexAttribPointer?

Let's say I am not using VAOs. I have an array of vertex positions in memory that I want to send to the shader. I do the following (assume I have enabled the corresponding vertex attrib arrays): ...
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148 views

Tons of textures using vbo

I recently learned how to create shaders and was looking to make a simple top down game, starting with a tilemap. The problem I encountered, Whilke I can store a vbo of all the blocks in a "chunk" of ...
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OpenGL - Drawing multiple meshes at once using VBOs and IBOs

I have been learning OpenGL 2.1 but using shaders, VBOs, IBOs, etc. I have gotten a rendering engine that can load and draw meshes, materials, forward lighting (no shadows yet), SceneNodes, and ...
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Is lighting different from Immediate mode rendering to VBOs?

I recently got a textured cube to render as a VBO, and I've noticed some strange things as I have been trying to incorporate lighting. Firstly, there is no difference if I comment out any lines ...
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158 views

Texture Stretching on VBO cube

I'm using JOGL and I'm trying to render a textured VBO cube with glDrawArrays. The cube renders, but the texture is stretched and stripy as seen in the picture above. It seams that changing my ...
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1answer
102 views

How to texture a VBO?

I'm not sure which way is the best way to do this for my purposes. My purposes being having a textured (with an image) cube. Also, I've been following a blend of tutorials, so I'm not sure which ...
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1answer
201 views

C++ OpenGL / SDL2 VBO — Depth problem / Transparency

I got a problem with my VBO. When having textures. The far blocks overlay the near ones. I tried editing the alpha, depth buffer, the VBO byte allocation. Nothing works for me... The FAR plane is ...
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763 views

Texturing a VBO cube (JOGL)

I've been having trouble texturing a cube using vertex buffer objects. EDIT: I updated/replaced my shaders to fit the right version. The program compiles and links, but it shuts down java in ...
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I don't understand why one of my vbo is overwritten by another

to create a vbo I use this function: public void loadVBO(){ vboID = GL15.glGenBuffers(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vboID); ...
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Creating a voxel chunk with a VBO - How to translate the coordinates of each block and add it to the VBO chunk?

I'm trying to make a voxel engine similar to minecraft as a little learning experience and a way to learn some opengl. I have created a chunk class and I want to put all of the vertices for the whole ...
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2answers
332 views

OpenGL - How to draw each nth triangle using glVertexAttribPointer

I have a vertex buffer. There are situations when I don't want to render the whole mesh, but let's say each nth triangle of the mesh. I am using VAOs and VBOs. My data in the buffer is like this: ...
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526 views

Are VBOs only for OpenGL 3.x?

Are VBOs only for OpenGL 3.x? I'm using immediate mode and I know it's bad, slow, and deprecated. But then I looked at display lists but they are deprecated too. I guess the VBO is the only one left ...
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1answer
343 views

What should I do when a VBO becomes too large in OpenGL?

Currently I have one buffer for my vertex data and one buffer for normals data. I fill them and then pass them to OpenGL for rendering. The problem is when I load too large mesh file like "Lucy" from ...
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Are display lists faster than VBOs?

I'm making a voxel rendering engine. My "chunks" are 32 * 32 * 256 blocks and I can render a 16 * 16 square of them (which corresponds to Minecraft's maximal render distance). I'm using VBOs holding ...
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1answer
356 views

OpenGL: How to improve the performance of rendering context [closed]

I have written a benchmark program that compares the performance of OpenGL and DirectX libraries. The problem is that OpenGL gets much lower performance than Direct3D. At the end the program generates ...
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Can I optimize my voxel meshing regardless of different textured blocks?

At the moment, I mesh every voxel in my terrain data to a block with 4 vertices for each face. This makes assigning texture coordinates of my texture atlas very easy, since I can just pick the desired ...
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1answer
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How to use multi-thread OpenGL application to update VBO and use it at the same time?

I have simple application. It has two threads. Each thread has it's own rendering context, but they share one VBO (this is working, I tested it). Now what I want: One thread is rendering some data ...
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340 views

Strange behaviour using VAO (OpenGL 4.0)

I want to display a simple textured Monkey mesh using VAO. Here's the code in the render part first without VAO to see what is the result I'm looking for. Texture *pTexture = ...
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2answers
513 views

What is the correct way to draw layered Sprites in modern OpenGL?

So what do I mean by layered sprites? Layered Sprites are Sprites that consist of multiple layers, e.g. you have sprite sheets for the basic Body, the Head, Clothes, Weapons, etc. Well now I wanted ...