glBufferSubData — update a subset of a buffer object's data store
void glBufferSubData( | GLenum target, |
GLintptr offset, | |
GLsizeiptr size, | |
const GLvoid * data) ; |
target
Specifies the target buffer object. The symbolic constant must be GL_ARRAY_BUFFER
or GL_ELEMENT_ARRAY_BUFFER
.
offset
Specifies the offset into the buffer object's data store where data replacement will begin, measured in bytes.
size
Specifies the size in bytes of the data store region being replaced.
data
Specifies a pointer to the new data that will be copied into the data store.
glBufferSubData
redefines some or all of the data store for the buffer object currently bound to target
. Data starting at byte offset offset
and extending for size
bytes is copied to the data store from the memory pointed to by data
. An error is thrown if offset
and size
together define a range beyond the bounds of the buffer object's data store.
When replacing the entire data store, consider using glBufferSubData
rather than completely recreating the data store with glBufferData
. This avoids the cost of reallocating the data store.
Consider using multiple buffer objects to avoid stalling the rendering pipeline during data store updates. If any rendering in the pipeline makes reference to data in the buffer object being updated by glBufferSubData
, especially from the specific region being updated, that rendering must drain from the pipeline before the data store can be updated.
Clients must align data elements consistent with the requirements of the client platform, with an additional base-level requirement that an offset within a buffer to a datum comprising be a multiple of .
GL_INVALID_ENUM
is generated if target
is not GL_ARRAY_BUFFER
or GL_ELEMENT_ARRAY_BUFFER
.
GL_INVALID_VALUE
is generated if offset
or size
is negative, or if together they define a region of memory that extends beyond the buffer object's allocated data store.
GL_INVALID_OPERATION
is generated if the reserved buffer object name 0 is bound to target
.
// 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
Copyright © 2005 Addison-Wesley. This material may be distributed subject to the terms and conditions set forth in the Open Publication License, v 1.0, 8 June 1999. https://opencontent.org/openpub/.