Vertex Buffer Objects?

I feel a bit like a duck out of water while waiting for the lwjgl site upgrade (never realized how much I rely on those forums and javadocs). :stuck_out_tongue:

I’ve been looking for a way to implement VBOs in lwjgl, but am having a hard time finding the right set/sequence of commands to use. Could someone please post a simple code segment, showing how to setup and draw a VBO? It would be greatly appreciated. I’ve been using Display Lists, but have come to realize that ATI does a poor job of supporting them (long live Nvidia!).

Thanks.

P.S. With VBOs, can you support a mixed polygon-type object/array? (i.e., something that has triangles, quads, AND polys in it) I was thinking I could specify GL_POLYGON in the drawelements command, but I wasn’t sure how the function would determine where one face starts and the next one ends in the vertexpoints array.

I think VBO is very important for performance, and JOGL can fully supports it !

This is the LWJGL forum, so I wouldn’t consider it very helpful to tell someone to tell them to switch to a different library. How about trying to answer his questions instead?

elias, I haven’t ventured in to VBOs too much yet, but I have a solid vertex array implementation working. I think this would be a good starting place for you, because VBOs are very similar to VAs, simply a few more calls to enable the VBO. As for your question about mixing primitives in an array, I think it can work. You wouldn’t be able to draw all of the different polygons, in one draw call, because the draw call takes a parameter to indicate which type. So basically you’d draw a range of the array using the call with GL_TRIANGLES where they are triangles, or GL_QUADS where they are quads.