What is glDrawElements?
When glDrawElements is called, it uses count sequential elements from an enabled array, starting at indices to construct a sequence of geometric primitives. mode specifies what kind of primitives are constructed and how the array elements construct these primitives. If more than one array is enabled, each is used.
What does GL bind buffer do?
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.
What is a buffer OpenGL?
Buffer Objects are OpenGL Objects that store an array of unformatted memory allocated by the OpenGL context (AKA the GPU). These can be used to store vertex data, pixel data retrieved from images or the framebuffer, and a variety of other things.
What is OpenGL target?
In General. Most OpenGL objects must be bound to locations in the OpenGL context called “targets” for them to be used. A target is nothing more than a place in the context where objects are bound. Different object types (buffers, textures, etc) have different sets of targets.
How does calling glbindbuffer with target set to a buffer?
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 to use GL _ query _ buffer binding point?
The GL_QUERY_BUFFER binding point is used to specify a buffer object that is to receive the results of query objects through calls to the glGetQueryObject family of commands.
When to call glbindvertexarray in OpenGL 3?
You still had to call glVertexAttribPointer () and glEnableVertexAttribArray (), but you had to call them every time that you used a buffer. In OpenGL 3.x, you just set up the array once.
How are Buffer object names shared in GL?
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.