I create my scene by creating or modifying the buffer that I pass glBufferData. My understanding of Vertex Array objects is that they allow me to skip the manual binding of all the VBOs that I use. Is this still the case when I keep updating my buffer?
Can I link my VAO, call glBufferDatato update the vertices and indexes (only the two VBOs that I have at the moment), and then render?
Can I use memory mapping with VBO? Then could I link the VAO, change the buffer, and then render?
What exactly does VAO do? Is its function just a shortcut function that stores and automates the binding of vertex attributes to my VBOs? Does it get ownership of data or bindings?
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