Thanks, everything's more clear now. I've been looking around and haven't been able to find any examples of managing the memory inside the VBO. Does anyone know any source I could look at to get a better understanding of the subject?
EDIT - I feel like I should explain what I'm trying to do. I'm making a simple 2D game. There might be maybe 100 quads on screen at one time, and there will only be one large texture made of mutliple .pngs. If I wanted to add a game object at run time, I'd need to add a rendering component containing the vertex data (position and texture coords).
Would it be best to just add/delete each game object as a new VBO? Or should I used the memory managament method Bob described with a single VBO?
I'm attempting to write code that code be the basis for further development, so I'm trying not to use any bad practices. This is purely for education purposes as I find programming, and specifically graphics programming to be incredibly fascinating.