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Home/ Questions/Q 7625309
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Editorial Team
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Editorial Team
Asked: May 31, 20262026-05-31T05:10:30+00:00 2026-05-31T05:10:30+00:00

I’m working with OpenGL, and using buffers to store vertex data in video memory.

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I’m working with OpenGL, and using buffers to store vertex data in video memory. For effiency / convenience, I’m allocating big chunks of video memory, and then reserving chunks as I need them. There are three data structures I’m using:

  • The buffer itself.
  • A “chunk” of the buffer – a contiguous block of memory within thebuffer.
  • A “skippy chunk” within a regular chunk. OpenGL lets you interlace your vertex attributes, and these “skippy chunks” let you describe how different attributes are woven together within a chunk / buffer.

Now I reckon that “Buffer” is a good name for that first data structure, but what are the other two called? I assume there’s a technical term, but I don’t know it, and don’t know how to find it…

And here’s an example memory layout, to back up my sketchy description (this buffer has three types of attributes: colors, vertices, and normals):

+--+--+--+--+--+--+--+--+--+--+--+
|c1|c2|c3|c4|c5|v1|n1|v2|n2|v3|n3|
+--+--+--+--+--+--+--+--+--+--+--+
|------------Buffer--------------| <- Buffer Class
|----chunk1----|------chunk2-----| <- "Chunk" classes
               |--|  |--|  |--|    <- "Skippy Chunk" class (vertices)
                  |--|  |--|  |--| <- "Skippy Chunk" class (normals)

Thanks in advance!

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  1. Editorial Team
    Editorial Team
    2026-05-31T05:10:32+00:00Added an answer on May 31, 2026 at 5:10 am

    The part with your “skippy chunks” resembles interleaved arrays.
    It is quite common to mix such data (vertices, texture coordinates, normals, colors, …) in a chunk of linear memory (“buffer”) and access it using base addresses, offsets, and strides.

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