The previous recipe introduced a new feature to access vertex arrays using VAO. This object minimizes the overhead of switch among vertex arrays and their respective states. This recipe will go one step ahead in order to teach you how to update the data of the buffer objects using buffer mapping. The VBO can be updated using
glBufferSubData as demonstrated in many recipes. These APIs can be used to upload or download data to the device. In contrast, the buffer mapping is an efficient way to update the buffer objects that are residing in the GPU memory.
This recipe will demonstrate buffer object range mapping. In this recipe, we will reuse the cube geometry and render each vertex of ...