What is the OpenGL® Vertex buffer?
Open Graphics Library® (OpenGL®) Vertex The buffer is a computer memory area often located directly on the graphics card that allows very fast access to a number of peaks and their properties. Most often, the OpenGL® Vertex buffer is used to create a vertex buffer object (VBO), which allows objects in the three -dimensional (3D) scene rendered as part of the display list and not in immediate mode. Occasionally, however, the peak buffer can be used outside VBO to store information about the object or to facilitate transformations on complex models. It should be noted that the peak buffer does not have to be placed in the graphics card memory, as it can be assigned as any data structure. If the OpenGL® Vertex buffer is used as part of the VBO, then the graphics card must support the special OpenGL® VBO extensions to ensure that the buffer is located in the graphics memory.
at the most basic level is equal toOpenGL® Vertex. When the field of the peak is stored inside it, it becomes a buffer. The OpenGL® Vertex field is a number of data structures that define all the properties of individual vertices. This information may include the location of X, Y and from the top of the 3D scene, the color of the peak, the normal and other properties.
In instant mode rendering, OpenGL® commands are performed directly as they are called from the program. In these cases, it is not necessary to have a peak field, because the command and drawing commands can be given directly to hardware, although this can cause serious performance problems. To draw a non -medical mode, they need information about a 3D object or model to be first placed in the peak field so that it has a structure that OpenGL® can easily interpret; Thapole must then be a uloWomen in a special area of memory known as OpenGL® Vertex.
The buffer itself does not necessarily have any special attributes other than the full collection of information used to draw the object. When the OpenGL® Vertex buffer is converted to the OpenGL® Vertex buffer object through the OpenGL extension, but there is a special sequence of events that helps optimize the drawing of the object defined in the peak buffer. Namely, the buffer is assigned and stored in the graphics card memory on the client-server OpenGL® client. Some calculations can also be made in advance on VBO, so you can draw as quickly as possible. Outside the VBO, the ordinary peak of the buffer usually does not receive this treatment and can be assigned and used as any other data type.