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I'm not understanding VBOs...

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I want to use vertex buffers for rendering but I'm not really understanding the tutorials. From what I can see, they work by putting the vertex (and normal and texture coord?) data into graphics memory rather than RAM so that the graphics card has faster access to them. I'm really not understanding how you implement them though (and the long variable names like PFNGLDELETEBUFFERSARBPROC don't help! =P). What exactly is the process of using them? What I mean is, what steps do you take? I can copy down the code but I want to know what it actually means. Also, if I have a vertex buffer, how could I cull triangles or do other checks before drawing them? EDIT: Also how would you sort triangles by depth? [Edited by - Gumgo on June 3, 2007 11:51:37 PM]

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You should read the Wiki's getting started
It explains how to get higher than GL v1.1 functionality

http://www.opengl.org/wiki/index.php/Main_Page

PS : VBO has been core since v 1.5

In short, use glew or glee

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