updateFlippedBuffer(VBOBuffer, vertices)); //replace data in VBO with new data The clear method in the ByteBuffer will only change its position and . not exceed a certain amount of giga/megabytes see OpenGl limitations). Describes how to use OpenGL ES to create high performance Doing this changes the cost of performing that calculation from a . Prepare index buffer data (not shown: vertex buffer data, loading vertex and index buffers). We've been extensively using buffers in OpenGL to store data for quite some We'll also have to update the vertex attribute pointers to reflect these changes. For a large number of sprites, each of which is just a quad, I'd lean toward using dynamic vertex buffers and drawing them all in one draw call. Because of an Image Generator limitation, i will need to alter the position and texture coordinates of the vertices buffer. Should I declare a Vertex Array Object (VAO) at all? If I declare a VAO, can I just modify the vertices and only call glBindVertexArray, glBindBuffer and. If you're just writing new data into the buffer, destroying it and I use GL_DYNAMIC_DRAW because you would change the data often. OpenGL Vertex buffer object (VBO) to store vertex array data with "Static" means the data in VBO will not be changed (specified once and. Hi all, I am trying to update the buffer data to draw moving things using glBufferData. The problem is this simple program memory usage increases over time. // Clear the screen to black glClearColor(f, f, f, f); glClear(GL_COLOR_BUFFER_BIT); // Draw triangle. For small data like this, you want glBufferSubData, sweet and simple:) as it is how you work with data larger than a few kilobytes quickly. You can load any amount of data (up to the size of the buffer) using glBufferSubData, glMapBuffer, or any of the other routines for passing data. The only way to.