glBufferData, glNamedBufferData — creates and initializes a buffer object's data store
void glBufferData( | GLenum target, |
| GLsizeiptr size, | |
| const GLvoid * data, | |
GLenum usage); |
void glNamedBufferData( | GLuint buffer, |
| GLsizeiptr size, | |
| const void *data, | |
GLenum usage); |
target Specifies the target to which the buffer object is bound for glBufferData, which must be one of the buffer binding targets in the following table:
| Buffer Binding Target | Purpose |
|---|---|
GL_ARRAY_BUFFER | Vertex attributes |
GL_ATOMIC_COUNTER_BUFFER | Atomic counter storage |
GL_COPY_READ_BUFFER | Buffer copy source |
GL_COPY_WRITE_BUFFER | Buffer copy destination |
GL_DISPATCH_INDIRECT_BUFFER | Indirect compute dispatch commands |
GL_DRAW_INDIRECT_BUFFER | Indirect command arguments |
GL_ELEMENT_ARRAY_BUFFER | Vertex array indices |
GL_PIXEL_PACK_BUFFER | Pixel read target |
GL_PIXEL_UNPACK_BUFFER | Texture data source |
GL_QUERY_BUFFER | Query result buffer |
GL_SHADER_STORAGE_BUFFER | Read-write storage for shaders |
GL_TEXTURE_BUFFER | Texture data buffer |
GL_TRANSFORM_FEEDBACK_BUFFER | Transform feedback buffer |
GL_UNIFORM_BUFFER | Uniform block storage |
buffer Specifies the name of the buffer object for glNamedBufferData function.
size Specifies the size in bytes of the buffer object's new data store.
data Specifies a pointer to data that will be copied into the data store for initialization, or NULL if no data is to be copied.
usage Specifies the expected usage pattern of the data store. The symbolic constant must be GL_STREAM_DRAW, GL_STREAM_READ, GL_STREAM_COPY, GL_STATIC_DRAW, GL_STATIC_READ, GL_STATIC_COPY, GL_DYNAMIC_DRAW, GL_DYNAMIC_READ, or GL_DYNAMIC_COPY.
glBufferData and glNamedBufferData create a new data store for a buffer object. In case of glBufferData, the buffer object currently bound to target is used. For glNamedBufferData, a buffer object associated with ID specified by the caller in buffer will be used instead.
While creating the new storage, any pre-existing data store is deleted. The new data store is created with the specified size in bytes and usage. If data is not NULL, the data store is initialized with data from this pointer. In its initial state, the new data store is not mapped, it has a NULL mapped pointer, and its mapped access is GL_READ_WRITE.
usage is a hint to the GL implementation as to how a buffer object's data store will be accessed. This enables the GL implementation to make more intelligent decisions that may significantly impact buffer object performance. It does not, however, constrain the actual usage of the data store. usage can be broken down into two parts: first, the frequency of access (modification and usage), and second, the nature of that access. The frequency of access may be one of these:
The data store contents will be modified once and used at most a few times.
The data store contents will be modified once and used many times.
The data store contents will be modified repeatedly and used many times.
The nature of access may be one of these:
The data store contents are modified by the application, and used as the source for GL drawing and image specification commands.
The data store contents are modified by reading data from the GL, and used to return that data when queried by the application.
The data store contents are modified by reading data from the GL, and used as the source for GL drawing and image specification commands.
If data is NULL, a data store of the specified size is still created, but its contents remain uninitialized and thus undefined.
Clients must align data elements consistently with the requirements of the client platform, with an additional base-level requirement that an offset within a buffer to a datum comprising bytes be a multiple of .
The GL_ATOMIC_COUNTER_BUFFER target is available only if the GL version is 4.2 or greater.
The GL_DISPATCH_INDIRECT_BUFFER and GL_SHADER_STORAGE_BUFFER targets are available only if the GL version is 4.3 or greater.
The GL_QUERY_BUFFER target is available only if the GL version is 4.4 or greater.
GL_INVALID_ENUM is generated by glBufferData if target is not one of the accepted buffer targets.
GL_INVALID_ENUM is generated if usage is not GL_STREAM_DRAW, GL_STREAM_READ, GL_STREAM_COPY, GL_STATIC_DRAW, GL_STATIC_READ, GL_STATIC_COPY, GL_DYNAMIC_DRAW, GL_DYNAMIC_READ, or GL_DYNAMIC_COPY.
GL_INVALID_VALUE is generated if size is negative.
GL_INVALID_OPERATION is generated by glBufferData if the reserved buffer object name 0 is bound to target.
GL_INVALID_OPERATION is generated by glNamedBufferData if buffer is not the name of an existing buffer object.
GL_INVALID_OPERATION is generated if the GL_BUFFER_IMMUTABLE_STORAGE flag of the buffer object is GL_TRUE.
GL_OUT_OF_MEMORY is generated if the GL is unable to create a data store with the specified size.
glGetBufferParameter with argument GL_BUFFER_SIZE or GL_BUFFER_USAGE
// data_size_in_bytes is the size in bytes of your vertex data. // data_vertices is your actual vertex data, probably a huge array of floats GLuint vertex_buffer; // Save this for later rendering glGenBuffers(1, &vertex_buffer); glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer); glBufferData(GL_ARRAY_BUFFER, data_size_in_bytes, 0, GL_STATIC_DRAW); glBufferSubData(GL_ARRAY_BUFFER, 0, data_size_in_bytes, data_vertices); GLint size = 0; glGetBufferParameteriv(GL_ARRAY_BUFFER, GL_BUFFER_SIZE, &size); if(data_size_in_bytes != size) { glDeleteBuffers(1, &vertex_buffer); // Log the error return; } // Success
// data_size_in_bytes is the size in bytes of your vertex data. // data_indices is an array of integer offsets into your vertex data. GLuint index_buffer; // Save this for later rendering glGenBuffers(1, &index_buffer); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_buffer); glBufferData(GL_ELEMENT_ARRAY_BUFFER, data_size_in_bytes, 0, GL_STATIC_DRAW); glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, data_size_in_bytes, data_indices); GLint size = 0; glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_SIZE, &size); if(data_size_in_bytes != size) { glDeleteBuffers(1, &index_buffer); // Log the error return; } // Success
Anton Gerdelan - "Hello Triangle" - OpenGL 4 Up and Running
Anton Gerdelan - Cube Maps: Sky Boxes and Environment Mapping
Anton Gerdelan - Vertex Buffer Objects
Songho - OpenGL Pixel Buffer Object (PBO)
open.gl - Geometry Shaders
open.gl - The Graphics Pipeline
open.gl - Transform Feedback
opengl-tutorial.org - Particles / Instancing
opengl-tutorial.org - Tutorial 13 : Normal Mapping
opengl-tutorial.org - Tutorial 14 : Render To Texture
opengl-tutorial.org - Tutorial 2 : The first triangle
opengl-tutorial.org - Tutorial 4 : A Colored Cube
opengl-tutorial.org - Tutorial 7 : Model loading
opengl-tutorial.org - Tutorial 8 : Basic shading
| OpenGL Version | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Function / Feature Name | 2.0 | 2.1 | 3.0 | 3.1 | 3.2 | 3.3 | 4.0 | 4.1 | 4.2 | 4.3 | 4.4 | 4.5 |
glBufferData | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
glNamedBufferData | - | - | - | - | - | - | - | - | - | - | - | ✔ |
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