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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. 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. ::BindBufferARB(enum target, uint buffer) ::Use a previously created buffer as the active VBO. ::BufferDataARB(enum target, sizeiptrARB size, const void *data, enum usage) ::Upload data to the active VBO. ::DeleteBuffersARB(sizei n, const uint *buffers) ::Deletes the specified number of VBOs from the supplied array or VBO id. :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. ::BindBuffer(enum target, uint buffer) ::Use a previously created buffer as the active VBO. ::BufferData(enum target, sizeiptrARB size, const void *data, enum usage) ::Upload data to the active VBO. ::DeleteBuffers(sizei n, const uint *buffers) ::Deletes the specified number of VBOs from the supplied array or VBO id. 抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)』 ■ウィキペディアで「Vertex Buffer Object」の詳細全文を読む スポンサード リンク
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