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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What OpenGL version(s) to learn and/or use?

So, I'm new to OpenGL... I have general knowledge of game programming but little practical experience. I've been looking into various articles and books and trying to dive into OpenGL, but I've ...
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3answers
386 views

How to deal with VBOs when rendering mesh's that may or may not be displayed?

I'm working on a multiplayer game and will be displaying other players near the player. At most 16 players could be near the gamer however there could also be 0. What I'm thinking of doing is ...
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Why does OpenGL >= 3 only allow VBOs?

I see that OpenGL versions 3 and up eliminate the use of client-side rendering. Immediate mode has been eliminated, and vertex arrays seem to be deprecated. Instead, if I understand correctly, VBOs ...
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OpenGL: VBO or glBegin() + glEnd()?

I recently was given this link to a tutorial site from someone who I gave the original OGL Redbook to. The third header down says distinctly to forget glBegin() & glEnd() as the typical render ...
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OpenGL: Is it possible to use VAO's without specifying a VBO

On all the tutorials I can find about VAO's (Vertex Array Objects), they show on how to use them by configuring vertex attributes and binding a VBO (Vertex Buffer Object). But I want to create a VAO ...
10
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Should I give each character its own VBO or should I batch them into a single VBO?

I'm making a 3D first person game. Should I give each character its own VBO or should I batch all characters into a single VBO? What are the pros/cons?
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1answer
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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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2answers
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How to manage VBO geometry for constantly changing data?

Before going into specifics, I'm mostly interested in making simple 2D games with some 3D elements, not fancy AAA. Based on what I've gathered, everyone seems to suggest to use OpenGL 3+ with ...
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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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1answer
298 views

How should I setup my minecraft-like world rendering for the best performance?

I want to know what technique will give me most fps in game. I have minecraft-like world and I need to display it. Now I have only one cube, created as VBO and if i need to display cube I just display ...
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Multipule VBO in Opengl [closed]

I have currently in my application 2 VBO one which is a streamed buffer and for the moment the other is a static buffer. However even when the steam buffer is not bound and the static buffer is bound ...
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Switched from immediate mode to VBOs, game runs slower

trying to improve draw performance on my c++, OpenGL, SDL game. Back in school we mostly learned immediate mode, so thats how my drawing was originally implemented. When I started reading up online ...
0
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1answer
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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 ...