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OpenGL ES 3.0 Cookbook by Parminder Singh

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Managing VBO with Vertex Array Objects

In Chapter 2, OpenGL ES 3.0 Essentials, we introduced two features to load the vertex attributes using vertex arrays and Vertex Buffer Object (VBO). Both these features allow us to load the vertex attribute in the OpenGL ES rendering pipeline. The VBO are considered efficient compared to vertex arrays because they store the vertex data in the GPU memory. This reduces the cost of data copy between CPU and GPU. In this recipe, we will understand a new feature: Vertex Array Objects (VAO) of OpenGL ES 3.0. This feature is more efficient compared to VBO.

When a vertex attribute is loaded, it requires some additional calls to set the attribute states in the OpenGL ES rendering pipeline. For example, prior to rendering, ...

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