使用生成过的缓冲区
void glBindBuffer( GLenum target,
GLuint buffer);
target
Specifies the target to which the buffer object is bound, which must be one of the buffer binding targets in the following table:
指定缓冲区的目标类型,可以取
缓冲区目标类型 用途
GL_ARRAY_BUFFER Vertex attributes 说明该缓冲区存放顶点属性(位置、颜色、纹理等)
GL_ATOMIC_COUNTER_BUFFER Atomic counter storage
GL_COPY_READ_BUFFER Buffer copy source
GL_COPY_WRITE_BUFFER Buffer copy destination
GL_DISPATCH_INDIRECT_BUFFER Indirect compute dispatch commands
GL_DRAW_INDIRECT_BUFFER Indirect command arguments
GL_ELEMENT_ARRAY_BUFFER Vertex array indices 说明该缓冲区存放顶点索引数组
GL_PIXEL_PACK_BUFFER Pixel read target 像素压包操作缓冲区,所谓的像素压包操作就是对像素重新进行格式化,比如以前像素是按照RGB每个颜色分量8个位存储的,压包后可以是按照BRG每个颜色分量2 6 8位的方式存储
GL_PIXEL_UNPACK_BUFFER Texture data source 像素解包操作缓冲区,与压包操作相反
GL_QUERY_BUFFER