void {@native glBindBuffer}(GLenum target, GLuint id);
glBindBuffer lets you create or use a named buffer. Calling glBindBuffer with target set to GL_ARRAY_BUFFER or GL_ELEMENT_ARRAY_BUFFER and buffer set to the buffer name, binds the buffer name to the target.
Buffer names are unsigned integers. The value 0 is reserved for GL.
When a buffer is bound to a target, any previous binding for that target is automatically broken.
If an unused buffer name is specified, a buffer object is created. The resulting buffer object is a new state vector, initialized with a zero-sized memory buffer, and with the following state values.
GL_BUFFER_SIZE initialized to 0.
GL_BUFFER_USAGE initialized to GL_STATIC_DRAW.
GL_BUFFER_ACCESS initialized to GL_WRITE_ONLY.
glBindBuffer may also be used to bind an existing buffer object. If the bind is successful no change is made to the state of the newly bound buffer object.
While a buffer is bound, GL operations on the target to which it is bound affect the bound buffer object, and queries of the target to which a buffer object is bound return state from the bound object.
In the initial state the reserved name zero is bound to GL_ARRAY_BUFFER and GL_ELEMENT_ARRAY_BUFFER. There is no buffer object corresponding to the name zero, so client attempts to modify or query buffer object state for the target GL_ARRAY_BUFFER or GL_ELEMENT_ARRAY_BUFFER while zero is bound will generate GL errors.
While a buffer object is bound, any GL operations on that object affect any other bindings of that object.
GL_INVALID_ENUM is generated if target is not one of the allowable values.
@param target Specifies the target to which the buffer isbound. Which must be GL_ARRAY_BUFFER or GL_ELEMENT_ARRAY_BUFFER.
@param buffer Specifies the name of a buffer.
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