glBindBuffer — bind a named buffer object
void glBindBuffer( | GLenum target, |
GLuint buffer) ; |
target
Specifies the target to which the buffer object is bound. The symbolic constant must be GL_ARRAY_BUFFER
, GL_COPY_READ_BUFFER
, GL_COPY_WRITE_BUFFER
, GL_ELEMENT_ARRAY_BUFFER
, GL_PIXEL_PACK_BUFFER
, GL_PIXEL_UNPACK_BUFFER
, GL_TEXTURE_BUFFER
, GL_TRANSFORM_FEEDBACK_BUFFER
, or GL_UNIFORM_BUFFER
.
buffer
Specifies the name of a buffer object.
glBindBuffer
binds a buffer object to the specified buffer binding point. Calling glBindBuffer
with target
set to one of the accepted symbolic constants and buffer
set to the name of a buffer object binds that buffer object name to the target. If no buffer object with name buffer
exists, one is created with that name. When a buffer object is bound to a target, the previous binding for that target is automatically broken.
Buffer object names are unsigned integers. The value zero is reserved, but there is no default buffer object for each buffer object target. Instead, buffer
set to zero effectively unbinds any buffer object previously bound, and restores client memory usage for that buffer object target (if supported for that target). Buffer object names and the corresponding buffer object contents are local to the shared object space of the current GL rendering context; two rendering contexts share buffer object names only if they explicitly enable sharing between contexts through the appropriate GL windows interfaces functions.
glGenBuffers must be used to generate a set of unused buffer object names.
The state of a buffer object immediately after it is first bound is an unmapped zero-sized memory buffer with GL_READ_WRITE
access and GL_STATIC_DRAW
usage.
While a non-zero buffer object name is bound, GL operations on the target to which it is bound affect the bound buffer object, and queries of the target to which it is bound return state from the bound buffer object. While buffer object name zero is bound, as in the initial state, attempts to modify or query state on the target to which it is bound generates an GL_INVALID_OPERATION
error.
When a non-zero buffer object is bound to the GL_ARRAY_BUFFER
target, the vertex array pointer parameter is interpreted as an offset within the buffer object measured in basic machine units.
While a non-zero buffer object is bound to the GL_ELEMENT_ARRAY_BUFFER
target, the indices parameter of glDrawElements, glDrawElementsInstanced, glDrawElementsBaseVertex, glDrawRangeElements, glDrawRangeElementsBaseVertex, glMultiDrawElements, or glMultiDrawElementsBaseVertex is interpreted as an offset within the buffer object measured in basic machine units.
While a non-zero buffer object is bound to the GL_PIXEL_PACK_BUFFER
target, the following commands are affected: glGetCompressedTexImage, glGetTexImage, and glReadPixels. The pointer parameter is interpreted as an offset within the buffer object measured in basic machine units.
While a non-zero buffer object is bound to the GL_PIXEL_UNPACK_BUFFER
target, the following commands are affected: glCompressedTexImage1D, glCompressedTexImage2D, glCompressedTexImage3D, glCompressedTexSubImage1D, glCompressedTexSubImage2D, glCompressedTexSubImage3D, glTexImage1D, glTexImage2D, glTexImage3D, glTexSubImage1D, glTexSubImage2D, and glTexSubImage3D. The pointer parameter is interpreted as an offset within the buffer object measured in basic machine units.
The buffer targets GL_COPY_READ_BUFFER
and GL_COPY_WRITE_BUFFER
are provided to allow glCopyBufferSubData to be used without disturbing the state of other bindings. However, glCopyBufferSubData may be used with any pair of buffer binding points.
The GL_TRANSFORM_FEEDBACK_BUFFER
buffer binding point may be passed to glBindBuffer
, but will not directly affect transform feedback state. Instead, the indexed GL_TRANSFORM_FEEDBACK_BUFFER
bindings must be used through a call to glBindBufferBase or glBindBufferRange. This will affect the generic GL_TRANSFORM_FEEDBACK_BUFFER
binding.
Likewise, the GL_UNIFORM_BUFFER
buffer binding point may be used, but does not directly affect uniform buffer state. glBindBufferBase or glBindBufferRange must be used to bind a buffer to an indexed uniform buffer binding point.
A buffer object binding created with glBindBuffer
remains active until a different buffer object name is bound to the same target, or until the bound buffer object is deleted with glDeleteBuffers.
Once created, a named buffer object may be re-bound to any target as often as needed. However, the GL implementation may make choices about how to optimize the storage of a buffer object based on its initial binding target.
The GL_COPY_READ_BUFFER
, GL_UNIFORM_BUFFER
and GL_TEXTURE_BUFFER
targets are available only if the GL version is 3.1 or greater.
GL_INVALID_ENUM
is generated if target
is not one of the allowable values.
GL_INVALID_VALUE
is generated if buffer
is not a name previously returned from a call to glGenBuffers.
glGet with argument GL_ARRAY_BUFFER_BINDING
glGet with argument GL_COPY_READ_BUFFER_BINDING
glGet with argument GL_COPY_WRITE_BUFFER_BINDING
glGet with argument GL_ELEMENT_ARRAY_BUFFER_BINDING
glGet with argument GL_PIXEL_PACK_BUFFER_BINDING
glGet with argument GL_PIXEL_UNPACK_BUFFER_BINDING
glGet with argument GL_TRANSFORM_FEEDBACK_BUFFER_BINDING
glGet with argument GL_UNIFORM_BUFFER_BINDING
// 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
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer); // vertex_buffer is retrieved from glGenBuffers glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_buffer); // index_buffer is retrieved from glGenBuffers glEnableVertexAttribArray(texcoord_attrib_index); // Attribute indexes were received from calls to glGetAttribLocation, or passed into glBindAttribLocation. glEnableVertexAttribArray(normal_attrib_index); glEnableVertexAttribArray(position_attrib_index); // vertex_stride is the size of bytes of each vertex in the buffer object // vertex_position_offset and kin are the offset in bytes of the position data // in each vertex. For example if your vertex structure is // [ position, texcoord, normal ] then position vertex_position_offset will // have offset 0, vertex_texcoord_offset is 12 (position is 3 * sizeof(float) // bytes large, and texcoord comes just after) and vertex_normal_offset is // 20 = 5 * sizeof(float). GLintptr vertex_texcoord_offset = 3 * sizeof(float); GLintptr vertex_normal_offset = 5 * sizeof(float); GLintptr vertex_position_offset = 0 * sizeof(float); glVertexAttribPointer(texcoord_attrib_index, 2, GL_FLOAT, false, vertex_stride, (GLvoid*)vertex_texcoord_offset); glVertexAttribPointer(normal_attrib_index, 3, GL_FLOAT, false, vertex_stride, (GLvoid*)vertex_normal_offset); glVertexAttribPointer(position_attrib_index, 3, GL_FLOAT, false, vertex_stride, (GLvoid*)vertex_position_offset); // num_vertices is the number of verts in your vertex_data. // index_data is an array of unsigned int offsets into vertex_data. glDrawElements(GL_TRIANGLES, num_vertices, GL_UNSIGNED_INT, NULL); glDisableVertexAttribArray(position_attrib_index); glDisableVertexAttribArray(texcoord_attrib_index); glDisableVertexAttribArray(normal_attrib_index);
Learning Modern 3D Graphics Programming - Chapter 5. Objects in Depth [Vertex Array Objects, Indexed Drawing]
Songho - OpenGL Pixel Buffer Object (PBO)
Songho - OpenGL Vertex Buffer Object (VBO)
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 8 : Basic shading
glGenBuffers, glBindBufferBase, glBindBufferRange, glMapBuffer, glUnmapBuffer, glDeleteBuffers, glGet, glIsBuffer
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/.