March 2013
Intermediate to advanced
984 pages
26h 18m
English
As with many things in OpenGL, buffer objects are named using GLuint values. Values are reserved using the glGenBuffers() command. This function has already been described in Chapter 1, but we include the prototype here again for handy reference.
After calling glGenBuffers(), you will have an array of buffer object names in buffers, but at this time, they’re just placeholders. They’re not actually buffer objects—yet. The buffer objects themselves are not actually created until the name is first bound to one of the buffer binding points on the context. This is important because OpenGL may ...