Home

VBO

A Vertex Buffer Object (VBO) is an OpenGL object used to store vertex data in GPU memory to speed up rendering. VBOs were introduced with the OpenGL 1.5 core specification, following the ARB_vertex_buffer_object extension. By keeping vertex data on the GPU, VBOs reduce CPU‑to‑GPU data transfers and enable efficient reuse of data across many frames.

VBOs are created with glGenBuffers, bound with glBindBuffer, and filled with glBufferData or glBufferSubData. The GL_ARRAY_BUFFER

Data usage hints specify how the buffer will be updated: GL_STATIC_DRAW for rarely changed data, GL_DYNAMIC_DRAW

Performance considerations include lower CPU–GPU bandwidth, improved memory locality, and better parallelism. The layout choice, interleaved

See also OpenGL Vertex Array Objects and the broader OpenGL rendering pipeline. VBOs are a central component

target
stores
vertex
attributes,
while
GL_ELEMENT_ARRAY_BUFFER
stores
index
data
for
glDrawElements.
Data
may
be
stored
as
interleaved
attributes
in
a
single
buffer
or
as
separate
buffers
per
attribute.
VBOs
are
commonly
used
with
Vertex
Array
Objects
(VAOs)
to
retain
their
binding
state
and
attribute
configuration;
vertex
attributes
are
specified
with
glVertexAttribPointer
and
enabled
with
glEnableVertexAttribArray.
for
data
updated
frequently,
and
GL_STREAM_DRAW
for
data
streamed
per
frame.
For
dynamic
data,
updates
can
be
done
with
glBufferSubData
or
by
mapping
the
buffer
with
glMapBufferRange;
orphaning
by
replacing
the
buffer
with
a
new
allocation
can
avoid
stalls.
versus
separate
attribute
arrays,
affects
access
patterns.
Efficient
VBO
use
also
depends
on
shader
attribute
locations
and
proper
VAO
state
management.
of
modern
graphics
APIs
for
efficient,
reusable
vertex
data
storage
in
GPU
memory.