Name
glBindBuffer
— bind a named buffer object
Parameters
target
Specifies the target to which the buffer object is bound, which must be one of the buffer binding targets in the following table:
Buffer Binding Target | Purpose |
---|---|
GL_ARRAY_BUFFER |
Vertex attributes |
GL_ATOMIC_COUNTER_BUFFER |
Atomic counter storage |
GL_COPY_READ_BUFFER |
Buffer copy source |
GL_COPY_WRITE_BUFFER |
Buffer copy destination |
GL_DISPATCH_INDIRECT_BUFFER |
Indirect compute dispatch commands |
GL_DRAW_INDIRECT_BUFFER |
Indirect command arguments |
GL_ELEMENT_ARRAY_BUFFER |
Vertex array indices |
GL_PIXEL_PACK_BUFFER |
Pixel read target |
GL_PIXEL_UNPACK_BUFFER |
Texture data source |
GL_QUERY_BUFFER |
Query result buffer |
GL_SHADER_STORAGE_BUFFER |
Read-write storage for shaders |
GL_TEXTURE_BUFFER |
Texture data buffer |
GL_TRANSFORM_FEEDBACK_BUFFER |
Transform feedback buffer |
GL_UNIFORM_BUFFER |
Uniform block storage |
buffer
Specifies the name of a buffer object.
Description
glBindBuffer
binds a buffer object to the specified buffer binding point. Calling glBindBuffer
with target
set to one of the accepted symbolic constants and buffer
set to the name of a buffer object binds that buffer object name to the target. If no buffer object with name buffer
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.
Buffer object names are unsigned integers. The value zero is reserved, but there is no default buffer object for each buffer object target. Instead, buffer
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.