"Vertex Buffer Object" seems to describe a legacy thing. The term is confusing as it looks like an ogl construct like 'VAO', but isn't. There is nothing special about a 'VBO' as far as I can tell and it is really just a plain old Buffer Object in every way. It is also not useful in the discussion on the page. It doesn't deserve a section heading, as far as I can tell, unless it is just to point out what VBO means when people google it.
- It needs a section heading because, despite the fact that they're just buffer objects, that is the common term for the use of a buffer object for vertex data. After all, the function is called glBindVertexBuffer, not glBindBufferForVertexData. I don't much care for the term, and this page doesn't use it much. But to pretend that it doesn't exist would be folly. Alfonse (talk) 17:43, 21 July 2017 (UTC)
The sentence "The index buffer binding is stored within the VAO. If no VAO is bound, then you cannot bind a buffer object to GL_ELEMENT_ARRAY_BUFFER." confused me because OpenGL 2.x or older don't have VAO. Does this page assume OpenGL 3 or later, or am I missing something? - hajimehoshi
- The Style Guide (admittedly not an easy page to find) explicitly states that the assumed default for the Wiki as a whole is OpenGL 3.3, core profile. You can add information beyond that, but there needs to be some statement about which versions/profiles it applies to. Alfonse (talk) 17:44, 9 September 2017 (UTC)
- Thank you for replying. I'm not confident with my knowledge (OpenGL 2.x), so I wish someone would edit that... - hajimehoshi