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Home/ Questions/Q 458125
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Editorial Team
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Editorial Team
Asked: May 12, 20262026-05-12T22:38:24+00:00 2026-05-12T22:38:24+00:00

Although there seem to be very few up to date references for OpenGL 3.x

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Although there seem to be very few up to date references for OpenGL 3.x itself, the actual low level manipulation of OpenGL is relatively straight forward. However I am having serious trouble trying to even conceptualise how one would manipulate VBOs in order to render a dynamic world.

Obviously the immediate mode ways of old are non applicable, but from there where do I go? Do I write some kind of scene structure and then convert that to a set of vertices and stream that to the VBO, how would I store translation data? If so how would that look code wise?

Basically really unsure how to continue.

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  1. Editorial Team
    Editorial Team
    2026-05-12T22:38:24+00:00Added an answer on May 12, 2026 at 10:38 pm

    If your entire world is truly dynamic, you can use the GL_STREAM_DRAW_ARB usage flag and reset the data on each frame. Don’t bother manipulating it, just try to stream as efficient as possible.

    However, I assume that you have a scene that consists of multiple rigid objects that move relative to each other. In this case, use one VBO for each object and specify the GL_STATIC_DRAW_ARB usage flag. You can then set the modelview transform for each instance of an object and render them using one draw call per instance.

    A rule of thumb (on the PC) is to issue not more than one draw call per MHz of your CPU. This is a crude estimate, but there’s some truth to it. Don’t worry about putting multiple independent objects into a single VBO or other performance tricks if you stay below this limit.

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