I was looking at the code in http://code.google.com/p/android-gamede ... /Mesh.java, and in that example the following code is used to "update" the buffer.
Using java Syntax Highlighting
- gl.glBindBuffer( GL11.GL_ARRAY_BUFFER, vertexHandle );
- gl.glBufferData( GL11.GL_ARRAY_BUFFER, vertices.length * 4, vertexBuffer, GL11.GL_DYNAMIC_DRAW);
Parsed in 0.030 seconds, using GeSHi 1.0.8.4
However, after reading the documentation, it seems that glBufferData will simply create a new data store for your data. That seems like a relatively expensive operation, to be deleting the old store and creating a new one, especially if I wish to do it every x frames or so.
Any pointers? Should I be using VBO's at all in the case where I need to update vertex data fairly regularly?



