What is OpenGL® VBO?

6 This allows OpenGL® VBO to render very quickly and use much less system resources than other techniques that use the instant mode drawing. In addition to speed profits and graphic direction, the OpenGL® VBO is also a dynamic data structure - unlike the OpenGL® display list, which can be changed as soon as it is in memory. The OpenGL® VBO concept actually started with hardware manufacturers who originally included - under different names - a similar type of functionality to OpenGL® libraries, which was later standardized by the OpenGL® inspection board.

OpenGL® VBO is basically basically and is essentially and is basically open -grombing two other types of OpenGL® data structures. It includes the basic functionality of the peak field, because information for geometry - including the coordinates of the peak, normal and color - can be stored in a structured field that can be handed over to OpenGL® for processing. In contrast to the Vertex field, however, OpenGL® VBO is stored on the Renderrer server side and does not have toconstantly approach the client side for information about the peak.

Passing VBO in graphical memory also takes some features of the display list. The main difference is that OpenGL® VBO can be edited and the display list cannot. In addition, the VBO is not necessarily copied to the graphical memory, as the view list would be, so only one data structure must be present in memory.

When OpenGL® VBO is finally uninhabited, the distance from the graphic memory in which it is stored, and the graphics processing unit (GPU) is very small, allowing very rapid rasterization without the need to move the slower system hardware first. In some cases, however, the use of VBOS is not supported by the graphics card hardware. This can lead to programming problems that eliminate any added benefits from using VBO or program that will be incompatible with some graphics cards.

There are some methods that can help optimize how OpenGL® VBO is treated. One of them is to provide advice to the graphics card or OpenGL® to determine where the VBO should be placed in memory. Depending on the advice provided, the VBO may be stored directly in the graphical memory on the graphics card or can be stored in the main memory of the random access (RAM) of the system if it is considered necessary.

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