checking VBO support

I’m sure that this was asked before, but I could find it searching… so please apologize comming up with that again.

I want to check whether VBO suppoert is available on a GLContext so, what I do is:


GL gl = GLU.getCurrentGL();
String version = gl.glGetString(GL_VERSION);
if(version.startsWith("2") || gl.isFunctionAvailable("glBindBufferARB")) 
    // VBO code path
else
    // non VBO code path

my question now is, whether I can use glBindBuffer in the VBO code path or do I have to use glBindBufferARB?

Thanks in adavance,
Michael

Hi,
Since you are checking opengl version 2, I think you cna safely call glBindBuffer, without ARB suffix, it had been integratedinto the core…

yeah, but I ‘or’ it with the avaiabilty of the ARB version.

Sorry, i’ve read too fast,

You should keep the ARB versions so… But maybe a jogl guru can tell us if the entry points are the same (too lazy to check myself ::).

JOGL isn’t doing anything behind the scenes so you should probably call the ARB version in this case, assuming that if OpenGL version 2.0 is available that the ARB version is still present.

thanks all, that is what I wanted to know. :slight_smile: