The vertex information comprises of geometric coordinates, color information, texture coordinates, and normal vectors. This information is stored in the form of an array and always resides in the local memory (RAM, which is accessible by the CPU) of the device. Each frame when rendering command is executed. This information is copied from the local memory and sent to the GPU. This vertex information is sent over the data bus, which has a slower speed compared to the GPU's processing speed. Additionally, the latency time on the local memory also adds a slight delay.
VBO is a faster way to render 3D objects. The VBO uses the full advantage of Graphics Processor Unit (GPU) and store the geometric data on GPU's memory instead of storing it on the local RAM memory. This helps OpenGL ES to avoid continuous sending of data from local memory to the GPU each time a draw call is made.
The implementation of the VBO can be divided into four steps:
Create a...