Sign Up

Sign Up to our social questions and Answers Engine to ask questions, answer people’s questions, and connect with other people.

Have an account? Sign In

Have an account? Sign In Now

Sign In

Login to our social questions & Answers Engine to ask questions answer people’s questions & connect with other people.

Sign Up Here

Forgot Password?

Don't have account, Sign Up Here

Forgot Password

Lost your password? Please enter your email address. You will receive a link and will create a new password via email.

Have an account? Sign In Now

You must login to ask a question.

Forgot Password?

Need An Account, Sign Up Here

Please briefly explain why you feel this question should be reported.

Please briefly explain why you feel this answer should be reported.

Please briefly explain why you feel this user should be reported.

Sign InSign Up

The Archive Base

The Archive Base Logo The Archive Base Logo

The Archive Base Navigation

  • Home
  • SEARCH
  • About Us
  • Blog
  • Contact Us
Search
Ask A Question

Mobile menu

Close
Ask a Question
  • Home
  • Add group
  • Groups page
  • Feed
  • User Profile
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Buy Points
  • Users
  • Help
  • Buy Theme
  • SEARCH
Home/ Questions/Q 6164553
In Process

The Archive Base Latest Questions

Editorial Team
  • 0
Editorial Team
Asked: May 23, 20262026-05-23T22:00:48+00:00 2026-05-23T22:00:48+00:00

What is immediate mode? Give a code example. When do I have to use

  • 0

What is “immediate mode”? Give a code example.

When do I have to use immediate mode instead of retained mode?
What are pros and cons of using each method?

  • 1 1 Answer
  • 0 Views
  • 0 Followers
  • 0
Share
  • Facebook
  • Report

Leave an answer
Cancel reply

You must login to add an answer.

Forgot Password?

Need An Account, Sign Up Here

1 Answer

  • Voted
  • Oldest
  • Recent
  • Random
  1. Editorial Team
    Editorial Team
    2026-05-23T22:00:49+00:00Added an answer on May 23, 2026 at 10:00 pm

    One example of “immediate mode” is using glBegin and glEnd with glVertex in between them. Another example of “immediate mode” is to use glDrawArrays with a client vertex array (i.e. not a vertex buffer object).

    You will usually never want to use immediate mode (except maybe for your first “hello world” program) because it is deprecated functionality and does not offer optimal performance.

    The reason why immediate mode is not optimal is that the graphic card is linked directly with your program’s flow. The driver cannot tell the GPU to start rendering before glEnd, because it does not know when you will be finished submitting data, and it needs to transfer that data too (which it can only do after glEnd).
    Similarly, with a client vertex array, the driver can only pull a copy of your array the moment you call glDrawArrays, and it must block your application while doing so. The reason is that otherwise you could modify (or free) the array’s memory before the driver has captured it. It cannot schedule that operation any earlier or later, because it only knows that the data is valid exactly at one point in time.

    In contrast to that, if you use for example a vertex buffer object, you fill a buffer with data and hand it to OpenGL. Your process does no longer own this data and can therefore no longer modify it. The driver can rely on this fact and can (even speculatively) upload the data whenever the bus is free.
    Any of your later glDrawArrays or glDrawElements calls will just go into a work queue and return immediately (before actually finishing!), so your program keeps submitting commands while at the same time the driver works off one by one. They also likely won’t need to wait for the data to arrive, because the driver could already do that much earlier.
    Thus, render thread and GPU run asynchronously, every component is busy at all times, which yields better performance.

    Immediate mode does have the advantage of being dead simple to use, but then again using OpenGL properly in a non-deprecated way is not precisely rocket science either — it only takes very little extra work.

    Here is the typical OpenGL “Hello World” code in immediate mode:

    glBegin(GL_TRIANGLES);
        glColor3f(1.0f, 0.0f, 0.0f);   glVertex2f(0.0f,   1.0f);
        glColor3f(0.0f, 1.0f, 0.0f);   glVertex2f(0.87f,  -0.5f);
        glColor3f(0.0f, 0.0f, 1.0f);   glVertex2f(-0.87f, -0.5f);
    glEnd();
    

    Edit:
    By common request, the same thing in retained mode would look somewhat like this:

    float verts = {...};
    float colors = {...};
    static_assert(sizeof(verts) == sizeof(colors), "");
    
    // not really needed for this example, but mandatory in core profile after GL 3.2
    GLuint vao;
    glGenVertexArrays(1, &vao);
    glBindVertexArray(vao);
    
    GLuint buf[2];
    glGenBuffers(2, buf);
    
    // assuming a layout(location = 0) for position and 
    // layout(location = 1) for color in the vertex shader
    
    // vertex positions
    glBindBuffer(GL_ARRAY_BUFFER, buf[0]);
    glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts, GL_STATIC_DRAW);
    glEnableVertexAttribArray(0); 
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
    
    // copy/paste for color... same code as above. A real, non-trivial program would
    // normally use a single buffer for both -- usually with stride (5th param) to
    // glVertexAttribPointer -- that presumes interleaving the verts and colors arrays.
    // It's somewhat uglier but has better cache performance (ugly does however not
    // matter for a real program, since data is loaded from a modelling-tool generated
    // binary file anyway).
    glBindBuffer(GL_ARRAY_BUFFER, buf[1]);
    glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors, GL_STATIC_DRAW);
    glEnableVertexAttribArray(1); 
    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
    
    glDrawArrays(GL_TRIANGLES, 0, 3); 
    
    • 0
    • Reply
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
      • Report

Sidebar

Related Questions

I'm having trouble drawing with VBOs. Using immediate mode, I can easily draw a
What's the purpose of glNormal3f in OpenGL ES? If there is no immediate mode
Does Eclipse have an analog to Visual Studio's Immediate Window, a window where I
Most code I have ever read uses a int for standard error handling (return
When trying to draw the following quads in OpenGL using a vertex array (instead
Or would it be better to batch immediate mode calls?
I'm trying to immediately set a row to Edit mode after it is created.
The Immediate Window is an immensely useful tool for debugging applications. It can be
From the Immediate Window in Visual Studio: > Path.Combine(@C:\x, y) C:\\x\\y > Path.Combine(@C:\x, @\y)
It would seem the Immediate window needs some jazzing up ala IntelliSense? Anyone agree/disagree?

Explore

  • Home
  • Add group
  • Groups page
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Users
  • Help
  • SEARCH

Footer

© 2021 The Archive Base. All Rights Reserved
With Love by The Archive Base

Insert/edit link

Enter the destination URL

Or link to existing content

    No search term specified. Showing recent items. Search or use up and down arrow keys to select an item.