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glBindBuffer.xhtml
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<div class="refentry" id="glBindBuffer">
<div class="titlepage"></div>
<div class="refnamediv">
<h2>Name</h2>
<p>glBindBuffer — bind a named buffer object</p>
</div>
<div class="refsynopsisdiv">
<h2>C Specification</h2>
<div class="funcsynopsis">
<table style="border: 0; cellspacing: 0; cellpadding: 0;" class="funcprototype-table">
<tr>
<td>
<code class="funcdef">void <strong class="fsfunc">glBindBuffer</strong>(</code>
</td>
<td>GLenum <var class="pdparam">target</var>, </td>
</tr>
<tr>
<td> </td>
<td>GLuint <var class="pdparam">buffer</var><code>)</code>;</td>
</tr>
</table>
<div class="funcprototype-spacer"> </div>
</div>
</div>
<div class="refsect1" id="parameters">
<h2>Parameters</h2>
<div class="variablelist">
<dl class="variablelist">
<dt>
<span class="term">
<em class="parameter">
<code>target</code>
</em>
</span>
</dt>
<dd>
<p>
Specifies the target to which the buffer object is
bound, which must be one of the buffer binding targets
in the following table:
</p>
<div class="informaltable">
<table style="border-collapse: collapse; border-top: 2px solid ; border-bottom: 2px solid ; border-left: 2px solid ; border-right: 2px solid ; ">
<colgroup>
<col style="text-align: left; " class="col1"/>
<col style="text-align: left; " class="col2"/>
</colgroup>
<thead>
<tr>
<th style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<span class="bold">
<strong>Buffer Binding Target</strong>
</span>
</th>
<th style="text-align: left; border-bottom: 2px solid ; ">
<span class="bold">
<strong>Purpose</strong>
</span>
</th>
</tr>
</thead>
<tbody>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_ARRAY_BUFFER</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; ">Vertex attributes</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_ATOMIC_COUNTER_BUFFER</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; ">Atomic counter storage</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_COPY_READ_BUFFER</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; ">Buffer copy source</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_COPY_WRITE_BUFFER</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; ">Buffer copy destination</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_DISPATCH_INDIRECT_BUFFER</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; ">Indirect compute dispatch commands</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_DRAW_INDIRECT_BUFFER</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; ">Indirect command arguments</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_ELEMENT_ARRAY_BUFFER</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; ">Vertex array indices</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_PIXEL_PACK_BUFFER</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; ">Pixel read target</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_PIXEL_UNPACK_BUFFER</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; ">Texture data source</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_QUERY_BUFFER</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; ">Query result buffer</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_SHADER_STORAGE_BUFFER</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; ">Read-write storage for shaders</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_TEXTURE_BUFFER</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; ">Texture data buffer</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_TRANSFORM_FEEDBACK_BUFFER</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; ">Transform feedback buffer</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; ">
<code class="constant">GL_UNIFORM_BUFFER</code>
</td>
<td style="text-align: left; ">Uniform block storage</td>
</tr>
</tbody>
</table>
</div>
</dd>
<dt>
<span class="term">
<em class="parameter">
<code>buffer</code>
</em>
</span>
</dt>
<dd>
<p>
Specifies the name of a buffer object.
</p>
</dd>
</dl>
</div>
</div>
<div class="refsect1" id="description">
<h2>Description</h2>
<p>
<code class="function">glBindBuffer</code> binds a buffer object to the specified buffer binding point. Calling <code class="function">glBindBuffer</code> with
<em class="parameter"><code>target</code></em> set to one of the accepted symbolic constants and <em class="parameter"><code>buffer</code></em> set to the name
of a buffer object binds that buffer object name to the target. If no buffer object with name <em class="parameter"><code>buffer</code></em>
exists, one is created with that name. When a buffer object is bound to a target, the previous binding for that
target is automatically broken.
</p>
<p>
Buffer object names are unsigned integers. The value zero is reserved, but
there is no default buffer object for each buffer object target. Instead, <em class="parameter"><code>buffer</code></em> set to zero
effectively unbinds any buffer object previously bound, and restores client memory usage for that buffer object target (if supported for that target).
Buffer object names and the corresponding buffer object contents are local to
the shared object space of the current
GL rendering context;
two rendering contexts share buffer object names only if they
explicitly enable sharing between contexts through the appropriate GL windows interfaces functions.
</p>
<p>
<a class="citerefentry" href="glGenBuffers"><span class="citerefentry"><span class="refentrytitle">glGenBuffers</span></span></a> must be used to generate a set of unused buffer object names.
</p>
<p>
The state of a buffer object immediately after it is first bound is an unmapped zero-sized memory buffer with
<code class="constant">GL_READ_WRITE</code> access and <code class="constant">GL_STATIC_DRAW</code> usage.
</p>
<p>
While a non-zero buffer object name is bound, GL operations on the target to which it is
bound affect the bound buffer object, and queries of the target to which it is bound return state
from the bound buffer object. While buffer object name zero is bound, as in the initial state,
attempts to modify or query state on the target to which it is bound generates an
<code class="constant">GL_INVALID_OPERATION</code> error.
</p>
<p>
When a non-zero buffer object is bound to the <code class="constant">GL_ARRAY_BUFFER</code> target,
the vertex array pointer parameter is interpreted as an offset within the
buffer object measured in basic machine units.
</p>
<p>
When a non-zero buffer object is bound to the <code class="constant">GL_DRAW_INDIRECT_BUFFER</code> target,
parameters for draws issued through <a class="citerefentry" href="glDrawArraysIndirect"><span class="citerefentry"><span class="refentrytitle">glDrawArraysIndirect</span></span></a>
and <a class="citerefentry" href="glDrawElementsIndirect"><span class="citerefentry"><span class="refentrytitle">glDrawElementsIndirect</span></span></a> are sourced
from the specified offset in that buffer object's data store.
</p>
<p>
When a non-zero buffer object is bound to the <code class="constant">GL_DISPATCH_INDIRECT_BUFFER</code> target,
the parameters for compute dispatches issued through <a class="citerefentry" href="glDispatchComputeIndirect"><span class="citerefentry"><span class="refentrytitle">glDispatchComputeIndirect</span></span></a>
are sourced from the specified offset in that buffer object's data store.
</p>
<p>
While a non-zero buffer object is bound to the <code class="constant">GL_ELEMENT_ARRAY_BUFFER</code> target,
the indices parameter of <a class="citerefentry" href="glDrawElements"><span class="citerefentry"><span class="refentrytitle">glDrawElements</span></span></a>,
<a class="citerefentry" href="glDrawElementsInstanced"><span class="citerefentry"><span class="refentrytitle">glDrawElementsInstanced</span></span></a>,
<a class="citerefentry" href="glDrawElementsBaseVertex"><span class="citerefentry"><span class="refentrytitle">glDrawElementsBaseVertex</span></span></a>,
<a class="citerefentry" href="glDrawRangeElements"><span class="citerefentry"><span class="refentrytitle">glDrawRangeElements</span></span></a>,
<a class="citerefentry" href="glDrawRangeElementsBaseVertex"><span class="citerefentry"><span class="refentrytitle">glDrawRangeElementsBaseVertex</span></span></a>,
<a class="citerefentry" href="glMultiDrawElements"><span class="citerefentry"><span class="refentrytitle">glMultiDrawElements</span></span></a>, or
<a class="citerefentry" href="glMultiDrawElementsBaseVertex"><span class="citerefentry"><span class="refentrytitle">glMultiDrawElementsBaseVertex</span></span></a> is interpreted as an
offset within the buffer object measured in basic machine units.
</p>
<p>
While a non-zero buffer object is bound to the <code class="constant">GL_PIXEL_PACK_BUFFER</code> target,
the following commands are affected: <a class="citerefentry" href="glGetCompressedTexImage"><span class="citerefentry"><span class="refentrytitle">glGetCompressedTexImage</span></span></a>,
<a class="citerefentry" href="glGetTexImage"><span class="citerefentry"><span class="refentrytitle">glGetTexImage</span></span></a>, and
<a class="citerefentry" href="glReadPixels"><span class="citerefentry"><span class="refentrytitle">glReadPixels</span></span></a>. The pointer parameter is
interpreted as an offset within the buffer object measured in basic machine units.
</p>
<p>
While a non-zero buffer object is bound to the <code class="constant">GL_PIXEL_UNPACK_BUFFER</code> target,
the following commands are affected:
<a class="citerefentry" href="glCompressedTexImage1D"><span class="citerefentry"><span class="refentrytitle">glCompressedTexImage1D</span></span></a>,
<a class="citerefentry" href="glCompressedTexImage2D"><span class="citerefentry"><span class="refentrytitle">glCompressedTexImage2D</span></span></a>,
<a class="citerefentry" href="glCompressedTexImage3D"><span class="citerefentry"><span class="refentrytitle">glCompressedTexImage3D</span></span></a>,
<a class="citerefentry" href="glCompressedTexSubImage1D"><span class="citerefentry"><span class="refentrytitle">glCompressedTexSubImage1D</span></span></a>,
<a class="citerefentry" href="glCompressedTexSubImage2D"><span class="citerefentry"><span class="refentrytitle">glCompressedTexSubImage2D</span></span></a>,
<a class="citerefentry" href="glCompressedTexSubImage3D"><span class="citerefentry"><span class="refentrytitle">glCompressedTexSubImage3D</span></span></a>,
<a class="citerefentry" href="glTexImage1D"><span class="citerefentry"><span class="refentrytitle">glTexImage1D</span></span></a>,
<a class="citerefentry" href="glTexImage2D"><span class="citerefentry"><span class="refentrytitle">glTexImage2D</span></span></a>,
<a class="citerefentry" href="glTexImage3D"><span class="citerefentry"><span class="refentrytitle">glTexImage3D</span></span></a>,
<a class="citerefentry" href="glTexSubImage1D"><span class="citerefentry"><span class="refentrytitle">glTexSubImage1D</span></span></a>,
<a class="citerefentry" href="glTexSubImage2D"><span class="citerefentry"><span class="refentrytitle">glTexSubImage2D</span></span></a>, and
<a class="citerefentry" href="glTexSubImage3D"><span class="citerefentry"><span class="refentrytitle">glTexSubImage3D</span></span></a>. The pointer parameter is
interpreted as an offset within the buffer object measured in basic machine units.
</p>
<p>
The buffer targets <code class="constant">GL_COPY_READ_BUFFER</code> and <code class="constant">GL_COPY_WRITE_BUFFER</code>
are provided to allow <a class="citerefentry" href="glCopyBufferSubData"><span class="citerefentry"><span class="refentrytitle">glCopyBufferSubData</span></span></a>
to be used without disturbing the state of other bindings. However, <a class="citerefentry" href="glCopyBufferSubData"><span class="citerefentry"><span class="refentrytitle">glCopyBufferSubData</span></span></a>
may be used with any pair of buffer binding points.
</p>
<p>
The <code class="constant">GL_TRANSFORM_FEEDBACK_BUFFER</code> buffer binding point may be passed to <code class="function">glBindBuffer</code>,
but will not directly affect transform feedback state. Instead, the indexed <code class="constant">GL_TRANSFORM_FEEDBACK_BUFFER</code>
bindings must be used through a call to <a class="citerefentry" href="glBindBufferBase"><span class="citerefentry"><span class="refentrytitle">glBindBufferBase</span></span></a>
or <a class="citerefentry" href="glBindBufferRange"><span class="citerefentry"><span class="refentrytitle">glBindBufferRange</span></span></a>. This will affect the generic
<code class="constant">GL_TRANSFORM_FEEDBACK_BUFFER</code> binding.
</p>
<p>
Likewise, the <code class="constant">GL_UNIFORM_BUFFER</code>, <code class="constant">GL_ATOMIC_COUNTER_BUFFER</code> and <code class="constant">GL_SHADER_STORAGE_BUFFER</code>
buffer binding points may
be used, but do not directly affect uniform buffer, atomic counter buffer or shader storage buffer state, respectively.
<a class="citerefentry" href="glBindBufferBase"><span class="citerefentry"><span class="refentrytitle">glBindBufferBase</span></span></a>
or <a class="citerefentry" href="glBindBufferRange"><span class="citerefentry"><span class="refentrytitle">glBindBufferRange</span></span></a> must be used to bind a buffer to
an indexed uniform buffer, atomic counter buffer or shader storage buffer binding point.
</p>
<p>
The <code class="constant">GL_QUERY_BUFFER</code> binding point is used to specify a buffer object that is to
receive the results of query objects through calls to the <a class="citerefentry" href="glGetQueryObject"><span class="citerefentry"><span class="refentrytitle">glGetQueryObject</span></span></a>
family of commands.
</p>
<p>
A buffer object binding created with <code class="function">glBindBuffer</code> remains active until a different
buffer object name is bound to the same target, or until the bound buffer object is
deleted with <a class="citerefentry" href="glDeleteBuffers"><span class="citerefentry"><span class="refentrytitle">glDeleteBuffers</span></span></a>.
</p>
<p>
Once created, a named buffer object may be re-bound to any target as often as needed. However,
the GL implementation may make choices about how to optimize the storage of a buffer object based
on its initial binding target.
</p>
</div>
<div class="refsect1" id="notes">
<h2>Notes</h2>
<p>
The <code class="constant">GL_COPY_READ_BUFFER</code>, <code class="constant">GL_UNIFORM_BUFFER</code> and
<code class="constant">GL_TEXTURE_BUFFER</code> targets are available only if the GL version is 3.1 or greater.
</p>
<p>
The <code class="constant">GL_ATOMIC_COUNTER_BUFFER</code> target is available only if the GL version is 4.2 or greater.
</p>
<p>
The <code class="constant">GL_DISPATCH_INDIRECT_BUFFER</code> and <code class="constant">GL_SHADER_STORAGE_BUFFER</code> targets are available only if the GL version is 4.3 or greater.
</p>
<p>
The <code class="constant">GL_QUERY_BUFFER</code> target is available only if the GL version is 4.4 or greater.
</p>
</div>
<div class="refsect1" id="errors">
<h2>Errors</h2>
<p>
<code class="constant">GL_INVALID_ENUM</code> is generated if <em class="parameter"><code>target</code></em> is not one of the allowable
values.
</p>
<p>
<code class="constant">GL_INVALID_VALUE</code> is generated if <em class="parameter"><code>buffer</code></em> is not a name previously returned
from a call to <a class="citerefentry" href="glGenBuffers"><span class="citerefentry"><span class="refentrytitle">glGenBuffers</span></span></a>.
</p>
</div>
<div class="refsect1" id="associatedgets">
<h2>Associated Gets</h2>
<p>
<a class="citerefentry" href="glGet"><span class="citerefentry"><span class="refentrytitle">glGet</span></span></a> with argument <code class="constant">GL_ARRAY_BUFFER_BINDING</code>
</p>
<p>
<a class="citerefentry" href="glGet"><span class="citerefentry"><span class="refentrytitle">glGet</span></span></a> with argument <code class="constant">GL_ATOMIC_COUNTER_BUFFER_BINDING</code>
</p>
<p>
<a class="citerefentry" href="glGet"><span class="citerefentry"><span class="refentrytitle">glGet</span></span></a> with argument <code class="constant">GL_COPY_READ_BUFFER_BINDING</code>
</p>
<p>
<a class="citerefentry" href="glGet"><span class="citerefentry"><span class="refentrytitle">glGet</span></span></a> with argument <code class="constant">GL_COPY_WRITE_BUFFER_BINDING</code>
</p>
<p>
<a class="citerefentry" href="glGet"><span class="citerefentry"><span class="refentrytitle">glGet</span></span></a> with argument <code class="constant">GL_DRAW_INDIRECT_BUFFER_BINDING</code>
</p>
<p>
<a class="citerefentry" href="glGet"><span class="citerefentry"><span class="refentrytitle">glGet</span></span></a> with argument <code class="constant">GL_DISPATCH_INDIRECT_BUFFER_BINDING</code>
</p>
<p>
<a class="citerefentry" href="glGet"><span class="citerefentry"><span class="refentrytitle">glGet</span></span></a> with argument <code class="constant">GL_ELEMENT_ARRAY_BUFFER_BINDING</code>
</p>
<p>
<a class="citerefentry" href="glGet"><span class="citerefentry"><span class="refentrytitle">glGet</span></span></a> with argument <code class="constant">GL_PIXEL_PACK_BUFFER_BINDING</code>
</p>
<p>
<a class="citerefentry" href="glGet"><span class="citerefentry"><span class="refentrytitle">glGet</span></span></a> with argument <code class="constant">GL_PIXEL_UNPACK_BUFFER_BINDING</code>
</p>
<p>
<a class="citerefentry" href="glGet"><span class="citerefentry"><span class="refentrytitle">glGet</span></span></a> with argument <code class="constant">GL_SHADER_STORAGE_BUFFER_BINDING</code>
</p>
<p>
<a class="citerefentry" href="glGet"><span class="citerefentry"><span class="refentrytitle">glGet</span></span></a> with argument <code class="constant">GL_TRANSFORM_FEEDBACK_BUFFER_BINDING</code>
</p>
<p>
<a class="citerefentry" href="glGet"><span class="citerefentry"><span class="refentrytitle">glGet</span></span></a> with argument <code class="constant">GL_UNIFORM_BUFFER_BINDING</code>
</p>
</div>
{$pipelinestall}{$examples}
<div class="refsect1" id="versions">
<h2>Version Support</h2>
<div class="informaltable">
<table style="border-collapse: collapse; border-top: 2px solid ; border-bottom: 2px solid ; border-left: 2px solid ; border-right: 2px solid ; ">
<colgroup>
<col style="text-align: left; "/>
<col style="text-align: center; " class="firstvers"/>
<col style="text-align: center; "/>
<col style="text-align: center; "/>
<col style="text-align: center; "/>
<col style="text-align: center; "/>
<col style="text-align: center; "/>
<col style="text-align: center; "/>
<col style="text-align: center; "/>
<col style="text-align: center; "/>
<col style="text-align: center; "/>
<col style="text-align: center; "/>
<col style="text-align: center; " class="lastvers"/>
</colgroup>
<thead>
<tr>
<th style="text-align: left; border-right: 2px solid ; ">
</th>
<th style="text-align: center; border-bottom: 2px solid ; " colspan="12">
<span class="bold"><strong>OpenGL Version</strong></span>
</th>
</tr>
<tr>
<th style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<span class="bold"><strong>Function / Feature Name</strong></span>
</th>
<th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
<span class="bold"><strong>2.0</strong></span>
</th>
<th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
<span class="bold"><strong>2.1</strong></span>
</th>
<th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
<span class="bold"><strong>3.0</strong></span>
</th>
<th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
<span class="bold"><strong>3.1</strong></span>
</th>
<th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
<span class="bold"><strong>3.2</strong></span>
</th>
<th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
<span class="bold"><strong>3.3</strong></span>
</th>
<th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
<span class="bold"><strong>4.0</strong></span>
</th>
<th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
<span class="bold"><strong>4.1</strong></span>
</th>
<th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
<span class="bold"><strong>4.2</strong></span>
</th>
<th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
<span class="bold"><strong>4.3</strong></span>
</th>
<th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
<span class="bold"><strong>4.4</strong></span>
</th>
<th style="text-align: center; border-bottom: 2px solid ; ">
<span class="bold"><strong>4.5</strong></span>
</th>
</tr>
</thead>
<tbody>
<tr>
<td style="text-align: left; border-right: 2px solid ; ">
<code class="function">glBindBuffer</code>
</td>
<td style="text-align: center; border-right: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; ">✔</td>
<td style="text-align: center; ">✔</td>
</tr>
</tbody>
</table>
</div>
</div>
<div class="refsect1" id="seealso">
<h2>See Also</h2>
<p>
<a class="citerefentry" href="glGenBuffers"><span class="citerefentry"><span class="refentrytitle">glGenBuffers</span></span></a>,
<a class="citerefentry" href="glBindBufferBase"><span class="citerefentry"><span class="refentrytitle">glBindBufferBase</span></span></a>,
<a class="citerefentry" href="glBindBufferRange"><span class="citerefentry"><span class="refentrytitle">glBindBufferRange</span></span></a>,
<a class="citerefentry" href="glMapBuffer"><span class="citerefentry"><span class="refentrytitle">glMapBuffer</span></span></a>,
<a class="citerefentry" href="glUnmapBuffer"><span class="citerefentry"><span class="refentrytitle">glUnmapBuffer</span></span></a>,
<a class="citerefentry" href="glDeleteBuffers"><span class="citerefentry"><span class="refentrytitle">glDeleteBuffers</span></span></a>,
<a class="citerefentry" href="glGet"><span class="citerefentry"><span class="refentrytitle">glGet</span></span></a>,
<a class="citerefentry" href="glIsBuffer"><span class="citerefentry"><span class="refentrytitle">glIsBuffer</span></span></a>
</p>
</div>
<div class="refsect1" id="Copyright">
<h2>Copyright</h2>
<p>
Copyright © 2005 Addison-Wesley.
Copyright © 2010-2014 Khronos Group.
This material may be distributed subject to the terms and conditions set forth in
the Open Publication License, v 1.0, 8 June 1999.
<a class="link" href="https://opencontent.org/openpub/" target="_top">https://opencontent.org/openpub/</a>.
</p>
</div>
</div>