A Vertex Buffer Object (VBO) is an OpenGL feature that provides methods for uploading vertex data (position, normal vector, color, etc.) to the video device for non-immediate-mode rendering. VBOs offer substantial performance gains over immediate mode rendering primarily because the data resides in the video device memory rather than the system memory and so it can be rendered directly by the video device. These are equivalent to vertex buffers in Direct3D.
Contents
The Vertex Buffer Object specification has been standardized by the OpenGL Architecture Review Board as of OpenGL Version 1.5 (in 2003). Similar functionality was available before the standardization of VBOs via the Nvidia-created extension "Vertex Array Range" or ATI's "Vertex Array Object" extension.
Basic VBO functions
The following functions form the core of VBO access and manipulation:
In OpenGL 1.4: GenBuffersARB(sizei n, uint *buffers) Generates a new VBO and returns its ID number as an unsigned integer. Id 0 is reserved. In OpenGL 2.1, OpenGL 3.x and OpenGL 4.x:GenBuffers(sizei n, uint *buffers) Generates a new VBO and returns its ID number as an unsigned integer. Id 0 is reserved.In C, using OpenGL 3.x and OpenGL 4.x
Vertex Shader:
Fragment Shader:
Main OpenGL Program: