GLSL Hacker
Current version: 0.8.2
»GLSL Hacker homepage
»GLSL Hacker Overview

Current version: 1.15.1
»FurMark homepage
»FurMark 1.9.x Submissions

GPU Caps Viewer
Current version: 1.23.0
»GPU Caps Viewer homepage
»GPU DB Submissions

GPU Shark
Current version: 0.9.4
»GPU Shark homepage

»JeGX's HackLab

Geeks3D's Articles
»GPU Memory Speed Demystified

»Multi-Threading Programming Resources

»GeForce and Radeon OpenCL Overview

»How to Get your Multi-core CPU Busy at 100%

»How To Make a VGA Dummy Plug

»Night Vision Post Processing Filter

PhysX FluidMark
Current version: 1.5.2
»FluidMark homepage
»FluidMark 1.4.x Submissions

Current version: 0.4.0
»GeeXLab homepage
»GeeXLab Overview

Current version: 0.3.0
»TessMark homepage

Current version: 0.3.0
»ShaderToyMark homepage
»ShaderToyMark Scores

Current Version: 1.23.0
»Libraries and Plugins
»Online Help - Reference Guide
»Codes Samples

3D Graphics Search Engine:

The Geeks Of 3D

OpenGL Vertex Buffer Objects

By Christophe [Groove] Riccio -
Jerome [JeGX] Guinot - jegx[NO-SPAM-THANKS]

Initial draft: May 1, 2006

Last Update: January 7, 2007

[ Index ]

Intro | Page 1 | Page 2 | Page 3

»Next Page

Stumble it! | | | |


1. Description

1.1. OpenGL Legacy

1.2. VBOs Interests

1.3. Partial support

2. Practice

2.1. VBO basic use as Vertex Array method (class CTest1)

2.2. Indexed arrays (class CTest2)

2.3. Interleaved arrays (class CTest3)

2.4. Serialized arrays (class CTest4)

2.5. Vertex mapping (class CTest5)

2.6. Demo with a GLSL-based Animation

3. References

3.1. Buffers Usage

3.2. Rendering Functions

3.3. Array Types

3.4. Arrays Data

3.5. Types of Primitive

4 - Further Reading

5 - Downloads


Vertex buffer object (VBO) is a new method used to describe geometric primitives. It had been introduced by NV_vertex_array_range and ATI_vertex_array_object extensions promoted to ARB_vertex_buffer_object and finally integrated into the OpenGL 1.5 specification. VBO should be the only way to describe geometric primitives with OpenGL LM.

OpenGL LM is the ARB project about simplification of OpenGL API in order to ease graphics card drivers optimisations. Its goal is to compete with Direct Graphics in the field of video games and it should be based on OpenGL 3.0 specifications. ARB aims to simplify OpenGL API which was expected by many developers for OpenGL 2.0. As a result, some features should disappear, such as immediate mode, vertex arrays and specific cases like glRect as well .

VBOs are supported by hardware featuring OpenGL 1.5 or the ARB_vertex_buffer_object extension, which is the case for the nVidia TNT series and the first ATI Radeon video controllers. However, all features aren’t always available and even some of them are not even supported by any of the actual graphic controllers.

Features, efficiency and longevity are three reasons to use VBOs as soon as possible.

[ Index ]

Intro | Page 1 | Page 2 | Page 3

»Next Page

GLSL Hacker demos

GLSL - Mesh exploder

PhysX 3 cloth demo

Normal visualizer with GS

Compute Shaders test on Radeon

Raymarching in GLSL

Geeks3D latest news

Geeks3D forum news

»Texture DataPack #1
»Asus Silent Knight CPU Cooler
Page generated in 0.011085033416748 seconds.