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Home/ Questions/Q 6140279
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Editorial Team
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Editorial Team
Asked: May 23, 20262026-05-23T18:05:52+00:00 2026-05-23T18:05:52+00:00

I have my VBO using single buffer at the moment, it has vertex, texcoord

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I have my VBO using single buffer at the moment, it has vertex, texcoord and color elements.

Now, is it possible to update efficiently only the texcoords without updating the vertex/color as well? It should be the same efficiency as having separate buffers updated.

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  1. Editorial Team
    Editorial Team
    2026-05-23T18:05:52+00:00Added an answer on May 23, 2026 at 6:05 pm

    You can map a specific range of your VBO into user memory using glMapBufferRange. Of course, if your vertex, color and texcoord data are interleaved, it will be equivalent to a glMapBuffer.

    EDIT:

    If your VBO is:

    [XYZ XYZ XYZ XYZ RGBA RGBA RGBA RGBA TxTy TxTy TxTy TxTy]
    

    You can upload only the texture coordinates by mapping the last part of the buffer ([TxTy TxTy TxTy TxTy]) and update it. You can also use glBufferSubData to do that. It would be faster to update that buffer than the full one.

    But if you use interleaved data:

    [XYZ RGBA TxTy XYZ RGBA TxTy XYZ RGBA TxTy XYZ RGBA TxTy]
    

    Then you cannot update part of the buffer.

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