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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How should I structure VBOs for my 2d world data?

My game is played on a fixed-size hex based arena, where each hex can be of a different type, and possibly contain some creatures/items/anything on it. When I started out, I got the advice to have a ...
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813 views

VBO GL_STREAM_DRAW double buffer or new buffer?

There is some conflicting information on the STREAM usage specifier. Apple's documentation states you should use double buffering and update the stream buffer that is not being read by the GPU. ...
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840 views

Geometry Shader and Stream Output with Directx11

I am having trouble trying to send verticies generated in the Geometry Shader to Stream Output. What I am trying to accomplish is to generate verticies from the Geometry Shader and store them to a ...
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Anti-Aliasing + Atlas Texture + VBO = nasty looking artifact

With my research I have found that using a VBO to render graphics is much faster than using depreciated OpenGL. I've found with this that you can't switch textures mid VBO render, so if I have ...
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Rendering blocks in lwjgl, problems with VAO & VBO

I'm working on a "voxel based world" engine. At the moment my approach follows these steps: Creation of a Mesh: Create FloatBuffer Fill it with floats (24 * 3) per cube Generate vertex array ...
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Drawing multiple polygons with vertex buffer object

I tried to create program in which I would draw multiplepoygons here is fragment of what I have done: GLuint VertexArrayID; exampleof drawing triangle(I have more polygons, like circle, and so ...
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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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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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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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How should I go about creating a generic Scene object for managing VBO data?

To simplify managing multiple types of data with different shaders and textures, I thought about creating a generic Scene object (is there a name for this?) which would allow me to pre-configure how I ...
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glOrtho and VBO

I'm trying to send triangles to OpenGL using screen coordinates. Using the deprecated glBegin and glEnd I could just set up an orthographic projection and use screen-space coordinates as the ...
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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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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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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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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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Why must VBOs be “broken in?”

If I create a VBO in LWJGL of, say, 128,000 vertices, and push it to the graphics card, there's a considerable delay. This delay lasts for about 11 to 12 milliseconds. The same thing happens the ...