https://de.wikipedia.org/w/index.php?action=history&feed=atom&title=Vertex_Buffer_Object
Vertex Buffer Object - Versionsgeschichte
2025-06-04T23:11:03Z
Versionsgeschichte dieser Seite in Wikipedia
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2025-05-24T21:12:58Z
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<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">← Nächstältere Version</td>
<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Version vom 24. Mai 2025, 23:12 Uhr</td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Ein '''Vertex Buffer Object''' ('''VBO''') ist eine [[OpenGL]]-Funktionalität, die Methoden zum Hochladen von [[Vertex]]daten ([[Ecke|Position]], [[Normalenvektor]], Farbe usw.) auf das Videogerät für das [[Bildsynthese|Rendern]] im [[Retained Mode]] bereitstellt. VBOs bieten erhebliche Leistungssteigerungen gegenüber dem Rendern im [[Immediate Mode (Computergrafik)|Immediate Mode]] – vor allem deshalb, weil sich die Daten im Speicher des Videogeräts und nicht im Systemspeicher befinden und daher direkt vom Videogerät gerendert werden können. Die VBOs sind äquivalent zu Vertexpuffern in [[Direct3D]].</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Ein '''Vertex Buffer Object''' ('''VBO''') ist eine [[OpenGL]]-Funktionalität, die Methoden zum Hochladen von [[Vertex]]daten ([[Ecke|Position]], [[Normalenvektor]], Farbe usw.) auf das Videogerät für das [[Bildsynthese|Rendern]] im [[Retained Mode]] bereitstellt. VBOs bieten erhebliche Leistungssteigerungen gegenüber dem Rendern im [[Immediate Mode (Computergrafik)|Immediate Mode]] – vor allem deshalb, weil sich die Daten im Speicher des Videogeräts und nicht im Systemspeicher befinden und daher direkt vom Videogerät gerendert werden können. Die VBOs sind äquivalent zu Vertexpuffern in [[Direct3D]].</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>Die Spezifikation des Vertex-Puffer-Objekts wurde für OpenGL Version 1.5 (im Jahr 2003) vom OpenGL Architecture Review Board standardisiert. Eine ähnliche Funktionalität war vor der Standardisierung von VBOs über die von [[Nvidia]] erstellte Erweiterung „vertex array range“<ref>{{cite web |title=GL_NV_vertex_array_range |accessdate=2020-05-10 |url=<del style="font-weight: bold; text-decoration: none;">http</del>://developer.download.nvidia.com/opengl/specs/GL_NV_vertex_array_range.txt}}</ref> oder [[ATI Technologies|ATIs]] „vertex array object“<ref>{{cite web |title=ATI_vertex_array_object |accessdate=2020-05-10 |url=https://people.freedesktop.org/~marcheu/extensions/ATI/vertex_array_object.html}}</ref> Erweiterungen verfügbar.</div></td>
<td class="diff-marker" data-marker="+"></td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Die Spezifikation des Vertex-Puffer-Objekts wurde für OpenGL Version 1.5 (im Jahr 2003) vom OpenGL Architecture Review Board standardisiert. Eine ähnliche Funktionalität war vor der Standardisierung von VBOs über die von [[Nvidia]] erstellte Erweiterung „vertex array range“<ref>{{cite web |title=GL_NV_vertex_array_range |accessdate=2020-05-10 |url=<ins style="font-weight: bold; text-decoration: none;">https</ins>://developer.download.nvidia.com/opengl/specs/GL_NV_vertex_array_range.txt}}</ref> oder [[ATI Technologies|ATIs]] „vertex array object“<ref>{{cite web |title=ATI_vertex_array_object |accessdate=2020-05-10 |url=https://people.freedesktop.org/~marcheu/extensions/ATI/vertex_array_object.html}}</ref> Erweiterungen verfügbar.</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>== Grundlegende VBO-Funktionen ==</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>== Grundlegende VBO-Funktionen ==</div></td>
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SchlurcherBot
https://de.wikipedia.org/w/index.php?title=Vertex_Buffer_Object&diff=199866934&oldid=prev
Lómelinde: Kategorie:Wikipedia:Seite mit Syntaxhervorhebungsfehlern veralteter Parameter source → syntaxhighlight
2020-05-12T07:29:38Z
<p><a href="/wiki/Kategorie:Wikipedia:Seite_mit_Syntaxhervorhebungsfehlern" title="Kategorie:Wikipedia:Seite mit Syntaxhervorhebungsfehlern">Kategorie:Wikipedia:Seite mit Syntaxhervorhebungsfehlern</a> veralteter Parameter source → syntaxhighlight</p>
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<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Version vom 12. Mai 2020, 09:29 Uhr</td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Ein '''Vertex Buffer Object''' ('''VBO''') ist eine [[OpenGL]]-Funktionalität, die Methoden zum Hochladen von [[Vertex]]daten ([[Ecke|Position]], [[Normalenvektor]], Farbe usw.) auf das Videogerät für das [[Bildsynthese|Rendern]] im [[Retained Mode]] bereitstellt. VBOs bieten erhebliche Leistungssteigerungen gegenüber dem Rendern im [[Immediate Mode (Computergrafik)|Immediate Mode]] – vor allem deshalb, weil sich die Daten im Speicher des Videogeräts und nicht im Systemspeicher befinden und daher direkt vom Videogerät gerendert werden können. Die VBOs sind äquivalent zu Vertexpuffern in [[Direct3D]].</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Ein '''Vertex Buffer Object''' ('''VBO''') ist eine [[OpenGL]]-Funktionalität, die Methoden zum Hochladen von [[Vertex]]daten ([[Ecke|Position]], [[Normalenvektor]], Farbe usw.) auf das Videogerät für das [[Bildsynthese|Rendern]] im [[Retained Mode]] bereitstellt. VBOs bieten erhebliche Leistungssteigerungen gegenüber dem Rendern im [[Immediate Mode (Computergrafik)|Immediate Mode]] – vor allem deshalb, weil sich die Daten im Speicher des Videogeräts und nicht im Systemspeicher befinden und daher direkt vom Videogerät gerendert werden können. Die VBOs sind äquivalent zu Vertexpuffern in [[Direct3D]].</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>Die Spezifikation des Vertex-Puffer-Objekts wurde für OpenGL Version 1.5 (im Jahr 2003) vom OpenGL Architecture Review Board standardisiert. Eine ähnliche Funktionalität war vor der Standardisierung von VBOs über die von [[Nvidia]] erstellte Erweiterung „vertex array range“<ref>{{cite web</div></td>
<td class="diff-marker" data-marker="+"></td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Die Spezifikation des Vertex-Puffer-Objekts wurde für OpenGL Version 1.5 (im Jahr 2003) vom OpenGL Architecture Review Board standardisiert. Eine ähnliche Funktionalität war vor der Standardisierung von VBOs über die von [[Nvidia]] erstellte Erweiterung „vertex array range“<ref>{{cite web<ins style="font-weight: bold; text-decoration: none;"> |title=GL_NV_vertex_array_range |accessdate=2020-05-10 |url=http://developer.download.nvidia.com/opengl/specs/GL_NV_vertex_array_range.txt}}</ref> oder [[ATI Technologies|ATIs]] „vertex array object“<ref>{{cite web |title=ATI_vertex_array_object |accessdate=2020-05-10 |url=https://people.freedesktop.org/~marcheu/extensions/ATI/vertex_array_object.html}}</ref> Erweiterungen verfügbar.</ins></div></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>| title=GL_NV_vertex_array_range</div></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>| accessdate = 2020-05-10</div></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>| url=http://developer.download.nvidia.com/opengl/specs/GL_NV_vertex_array_range.txt}}</ref> oder [[ATI Technologies|ATI]]s „vertex array object“<ref>{{cite web</div></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>| title=ATI_vertex_array_object</div></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>| accessdate = 2020-05-10</div></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>| url=https://people.freedesktop.org/~marcheu/extensions/ATI/vertex_array_object.html}}</ref> Erweiterungen verfügbar.</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>== Grundlegende VBO-Funktionen ==</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>== Grundlegende VBO-Funktionen ==</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>::Löscht die angegebene Anzahl von VBOs aus dem übergebenen Array oder der VBO-IDs.</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>::Löscht die angegebene Anzahl von VBOs aus dem übergebenen Array oder der VBO-IDs.</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>:In OpenGL '''2.1''',<ref>{{cite web |title=OpenGL 2.1 reference pages |accessdate=2020-05-10 |url=https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/}}</ref> OpenGL '''3.x'''<ref>{{cite web |title=OpenGL 3.2 quick reference |accessdate=2020-05-10 |format=PDF |url=https://www.opengl.org/sdk/docs/reference_card/opengl32-quick-reference-card.pdf}}</ref> und OpenGL '''4.x''':<ref>{{cite web |title=OpenGL 4.x reference pages |accessdate=2020-05-10 |url=https://www.khronos.org/registry/OpenGL-Refpages/gl4/}}</ref></div></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>:In OpenGL '''2.1''',<ref>{{cite web</div></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>| accessdate = 2020-05-10</div></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>| accessdate = 2020-05-10</div></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>| url=https://www.opengl.org/sdk/docs/reference_card/opengl32-quick-reference-card.pdf}}</ref> und OpenGL '''4.x''':<ref>{{cite web</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>::'''glGenBuffers'''(sizei n, uint *buffers)</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>::Erzeugt ein neues VBO und gibt seine ID-Nummer als vorzeichenlose Ganzzahl zurück. ID 0 ist reserviert.</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>::Erzeugt ein neues VBO und gibt seine ID-Nummer als vorzeichenlose Ganzzahl zurück. ID 0 ist reserviert.</div></td>
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<td colspan="2" class="diff-lineno">Zeile 52:</td>
<td colspan="2" class="diff-lineno">Zeile 37:</td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>=== In C, für OpenGL 2.1 ===</div></td>
<td class="diff-marker"></td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>=== In C, für OpenGL 2.1 ===</div></td>
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<td class="diff-marker"></td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td>
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<td class="diff-marker" data-marker="−"></td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><<del style="font-weight: bold; text-decoration: none;">source</del> lang="c"></div></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><<ins style="font-weight: bold; text-decoration: none;">syntaxhighlight</ins> lang="c"></div></td>
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<td class="diff-marker"></td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>//Initialise VBO - do only once, at start of program</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>//Initialise VBO - do only once, at start of program</div></td>
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<td class="diff-marker"></td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>//Create a variable to hold the VBO identifier</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>//Create a variable to hold the VBO identifier</div></td>
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<td colspan="2" class="diff-lineno">Zeile 86:</td>
<td colspan="2" class="diff-lineno">Zeile 71:</td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>glFlush();</div></td>
<td class="diff-marker"></td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>glFlush();</div></td>
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<td class="diff-marker"></td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td>
<td class="diff-marker"></td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td>
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<td colspan="2" class="diff-empty diff-side-deleted"></td>
<td class="diff-marker" data-marker="+"></td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div></syntaxhighlight></div></td>
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<td class="diff-marker" data-marker="−"></td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div></source></div></td>
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<td class="diff-marker"></td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td>
<td class="diff-marker"></td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td>
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<tr>
<td class="diff-marker"></td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>=== In C, für OpenGL 3.x und OpenGL 4.x ===</div></td>
<td class="diff-marker"></td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>=== In C, für OpenGL 3.x und OpenGL 4.x ===</div></td>
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<td class="diff-marker"></td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td>
<td class="diff-marker"></td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td>
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<td class="diff-marker"></td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>'''Vertex Shader:'''</div></td>
<td class="diff-marker"></td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>'''Vertex Shader:'''</div></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><<del style="font-weight: bold; text-decoration: none;">source</del> lang="glsl"></div></td>
<td class="diff-marker" data-marker="+"></td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><<ins style="font-weight: bold; text-decoration: none;">syntaxhighlight</ins> lang="glsl"></div></td>
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<td class="diff-marker"></td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>/*----------------- "exampleVertexShader.vert" -----------------*/</div></td>
<td class="diff-marker"></td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>/*----------------- "exampleVertexShader.vert" -----------------*/</div></td>
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<td class="diff-marker"></td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td>
<td class="diff-marker"></td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td>
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<td colspan="2" class="diff-lineno">Zeile 104:</td>
<td colspan="2" class="diff-lineno">Zeile 89:</td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>}</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>}</div></td>
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<td class="diff-marker"></td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>/*--------------------------------------------------------------*/</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>/*--------------------------------------------------------------*/</div></td>
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<td class="diff-marker" data-marker="+"></td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div></syntaxhighlight><br /></div></td>
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<td class="diff-marker" data-marker="−"></td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div></source></div></td>
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<td class="diff-marker" data-marker="−"></td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><br></div></td>
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<td class="diff-marker"></td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>'''Fragment Shader:'''</div></td>
<td class="diff-marker"></td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>'''Fragment Shader:'''</div></td>
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<td class="diff-marker" data-marker="−"></td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><<del style="font-weight: bold; text-decoration: none;">source</del> lang="glsl"></div></td>
<td class="diff-marker" data-marker="+"></td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><<ins style="font-weight: bold; text-decoration: none;">syntaxhighlight</ins> lang="glsl"></div></td>
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<td class="diff-marker"></td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>/*---------------- "exampleFragmentShader.frag" ----------------*/</div></td>
<td class="diff-marker"></td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>/*---------------- "exampleFragmentShader.frag" ----------------*/</div></td>
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<td class="diff-marker"></td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td>
<td class="diff-marker"></td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td>
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<td colspan="2" class="diff-lineno">Zeile 121:</td>
<td colspan="2" class="diff-lineno">Zeile 105:</td>
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<td class="diff-marker"></td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>}</div></td>
<td class="diff-marker"></td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>}</div></td>
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<td class="diff-marker"></td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>/*--------------------------------------------------------------*/</div></td>
<td class="diff-marker"></td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>/*--------------------------------------------------------------*/</div></td>
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<td colspan="2" class="diff-empty diff-side-deleted"></td>
<td class="diff-marker" data-marker="+"></td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div></syntaxhighlight><br /></div></td>
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<td class="diff-marker" data-marker="−"></td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div></source></div></td>
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<td class="diff-marker" data-marker="−"></td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><br></div></td>
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<td class="diff-marker"></td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>'''Main OpenGL Program:'''</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>'''Main OpenGL Program:'''</div></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><<del style="font-weight: bold; text-decoration: none;">source</del> lang="c"></div></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><<ins style="font-weight: bold; text-decoration: none;">syntaxhighlight</ins> lang="c"></div></td>
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<td class="diff-marker"></td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>/*--------------------- Main OpenGL Program ---------------------*/</div></td>
<td class="diff-marker"></td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>/*--------------------- Main OpenGL Program ---------------------*/</div></td>
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<td class="diff-marker"></td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td>
<td class="diff-marker"></td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td>
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<td colspan="2" class="diff-lineno">Zeile 220:</td>
<td colspan="2" class="diff-lineno">Zeile 203:</td>
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<td class="diff-marker"></td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>glDrawArrays(GL_TRIANGLES, 0, (sizeof(data) / 3) / sizeof(GLfloat));</div></td>
<td class="diff-marker"></td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>glDrawArrays(GL_TRIANGLES, 0, (sizeof(data) / 3) / sizeof(GLfloat));</div></td>
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<td class="diff-marker"></td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>/*---------------------------------------------------------------*/</div></td>
<td class="diff-marker"></td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>/*---------------------------------------------------------------*/</div></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div></syntaxhighlight></div></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div></source></div></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><br /></td>
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<td class="diff-marker"><a class="mw-diff-movedpara-left" title="Der Absatz wurde verschoben. Klicken, um zur neuen Stelle zu springen." href="#movedpara_33_1_rhs">⚫</a></td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><a name="movedpara_29_1_lhs"></a>== Einzelnachweise ==</div></td>
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<td class="diff-marker"><a class="mw-diff-movedpara-left" title="Der Absatz wurde verschoben. Klicken, um zur neuen Stelle zu springen." href="#movedpara_33_2_rhs">⚫</a></td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><a name="movedpara_29_2_lhs"></a><references /></div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>== Weblinks ==</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>== Weblinks ==</div></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><br /></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* [https://www.khronos.org/registry/OpenGL/extensions/ARB/ARB_vertex_buffer_object.txt Vertex Buffer Object Whitepaper]</div></td>
<td class="diff-marker"></td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* [https://www.khronos.org/registry/OpenGL/extensions/ARB/ARB_vertex_buffer_object.txt Vertex Buffer Object Whitepaper]</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* [http://www.opengl.org/about/arb/ OpenGL Architecture Review Board]</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* [http://www.opengl.org/about/arb/ OpenGL Architecture Review Board]</div></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><br /></td>
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<td class="diff-marker"><a class="mw-diff-movedpara-right" title="Der Absatz wurde verschoben. Klicken, um zur alten Stelle zu springen." href="#movedpara_29_1_lhs">⚫</a></td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><a name="movedpara_33_1_rhs"></a>== Einzelnachweise ==</div></td>
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<td class="diff-marker"><a class="mw-diff-movedpara-right" title="Der Absatz wurde verschoben. Klicken, um zur alten Stelle zu springen." href="#movedpara_29_2_lhs">⚫</a></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>[[Kategorie:Khronos Group]]</div></td>
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Lómelinde
https://de.wikipedia.org/w/index.php?title=Vertex_Buffer_Object&diff=199821345&oldid=prev
Trustable: Kleinigkeiten verbessert
2020-05-10T20:47:15Z
<p>Kleinigkeiten verbessert</p>
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<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">← Nächstältere Version</td>
<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Version vom 10. Mai 2020, 22:47 Uhr</td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>Ein '''Vertex<del style="font-weight: bold; text-decoration: none;">-Puffer-Objekt</del>''' ('''VBO''') ist eine [[OpenGL]]-Funktionalität, die Methoden zum Hochladen von <del style="font-weight: bold; text-decoration: none;">Vertexdaten</del> ([[Ecke|Position]], [[Normalenvektor]], Farbe usw.) auf das Videogerät für das [[<del style="font-weight: bold; text-decoration: none;">Rendern (Design)</del>|Rendern]] im [[<del style="font-weight: bold; text-decoration: none;">Retained Mode (Computergrafik)|</del>Retained Mode]] bereitstellt. VBOs bieten erhebliche Leistungssteigerungen gegenüber dem <del style="font-weight: bold; text-decoration: none;">[[</del>Rendern<del style="font-weight: bold; text-decoration: none;"> (Design)|Rendern]]</del> im [[Immediate <del style="font-weight: bold; text-decoration: none;">mode</del> (Computergrafik)|Immediate Mode]] – vor allem deshalb, weil sich die Daten im Speicher des Videogeräts und nicht im Systemspeicher befinden und daher direkt vom Videogerät gerendert werden können. Die VBOs sind äquivalent zu Vertexpuffern in [[Direct3D]].</div></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Ein '''Vertex<ins style="font-weight: bold; text-decoration: none;"> Buffer Object</ins>''' ('''VBO''') ist eine [[OpenGL]]-Funktionalität, die Methoden zum Hochladen von <ins style="font-weight: bold; text-decoration: none;">[[Vertex]]daten</ins> ([[Ecke|Position]], [[Normalenvektor]], Farbe usw.) auf das Videogerät für das [[<ins style="font-weight: bold; text-decoration: none;">Bildsynthese</ins>|Rendern]] im [[Retained Mode]] bereitstellt. VBOs bieten erhebliche Leistungssteigerungen gegenüber dem Rendern im [[Immediate <ins style="font-weight: bold; text-decoration: none;">Mode</ins> (Computergrafik)|Immediate Mode]] – vor allem deshalb, weil sich die Daten im Speicher des Videogeräts und nicht im Systemspeicher befinden und daher direkt vom Videogerät gerendert werden können. Die VBOs sind äquivalent zu Vertexpuffern in [[Direct3D]].</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>Die Spezifikation des Vertex-Puffer-Objekts wurde für OpenGL Version 1.5 (im Jahr 2003) vom OpenGL Architecture Review Board standardisiert. Eine ähnliche Funktionalität war vor der Standardisierung von VBOs über die von [[Nvidia]] erstellte Erweiterung „vertex array range“<ref>{{cite web<del style="font-weight: bold; text-decoration: none;"> </del></div></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Die Spezifikation des Vertex-Puffer-Objekts wurde für OpenGL Version 1.5 (im Jahr 2003) vom OpenGL Architecture Review Board standardisiert. Eine ähnliche Funktionalität war vor der Standardisierung von VBOs über die von [[Nvidia]] erstellte Erweiterung „vertex array range“<ref>{{cite web</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>| title=GL_NV_vertex_array_range</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>| title=GL_NV_vertex_array_range</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>| accessdate = 2020-05-10</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>| accessdate = 2020-05-10</div></td>
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<td class="diff-marker" data-marker="−"></td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>| url=http://developer.download.nvidia.com/opengl/specs/GL_NV_vertex_array_range.txt}}</ref> oder [[ATI Technologies|ATI]]s „vertex array object“<ref>{{cite web<del style="font-weight: bold; text-decoration: none;"> </del></div></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>| url=http://developer.download.nvidia.com/opengl/specs/GL_NV_vertex_array_range.txt}}</ref> oder [[ATI Technologies|ATI]]s „vertex array object“<ref>{{cite web</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>| title=ATI_vertex_array_object</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>| title=ATI_vertex_array_object</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>| accessdate = 2020-05-10</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>| accessdate = 2020-05-10</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>::Löscht die angegebene Anzahl von VBOs aus dem übergebenen Array oder der VBO-IDs.</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td>
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<td class="diff-marker" data-marker="−"></td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>:In OpenGL '''2.1''',<ref>{{cite web<del style="font-weight: bold; text-decoration: none;"> </del></div></td>
<td class="diff-marker" data-marker="+"></td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>:In OpenGL '''2.1''',<ref>{{cite web</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>| title=OpenGL 2.1 reference pages</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>| title=OpenGL 2.1 reference pages</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>| accessdate = 2020-05-10</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>| accessdate = 2020-05-10</div></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>| url=https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/}}</ref> OpenGL '''3.x'''<ref>{{cite web<del style="font-weight: bold; text-decoration: none;"> </del></div></td>
<td class="diff-marker" data-marker="+"></td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>| url=https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/}}</ref> OpenGL '''3.x'''<ref>{{cite web</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>| title=OpenGL 3.2 quick reference</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>| title=OpenGL 3.2 quick reference</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>| accessdate = 2020-05-10</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>| accessdate = 2020-05-10</div></td>
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Trustable
https://de.wikipedia.org/w/index.php?title=Vertex_Buffer_Object&diff=199814731&oldid=prev
Blik: /* Einleitung */ Typo, Typograf.
2020-05-10T17:23:44Z
<p><span class="autocomment">Einleitung: </span> Typo, Typograf.</p>
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<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Version vom 10. Mai 2020, 19:23 Uhr</td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>| url=http://developer.download.nvidia.com/opengl/specs/GL_NV_vertex_array_range.txt}}</ref> oder [[ATI Technologies|ATI]]<del style="font-weight: bold; text-decoration: none;">'</del>s <del style="font-weight: bold; text-decoration: none;">"vertex</del> array <del style="font-weight: bold; text-decoration: none;">object"</del><ref>{{cite web </div></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>| url=http://developer.download.nvidia.com/opengl/specs/GL_NV_vertex_array_range.txt}}</ref> oder [[ATI Technologies|ATI]]s <ins style="font-weight: bold; text-decoration: none;">„vertex</ins> array <ins style="font-weight: bold; text-decoration: none;">object“</ins><ref>{{cite web </div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>| title=ATI_vertex_array_object</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>| title=ATI_vertex_array_object</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>| accessdate = 2020-05-10</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>| accessdate = 2020-05-10</div></td>
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Blik
https://de.wikipedia.org/w/index.php?title=Vertex_Buffer_Object&diff=199814690&oldid=prev
Blik: Typograf.
2020-05-10T17:23:16Z
<p>Typograf.</p>
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<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">← Nächstältere Version</td>
<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Version vom 10. Mai 2020, 19:23 Uhr</td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>Ein '''Vertex-Puffer-Objekt''' ('''VBO''') ist eine [[OpenGL]]<del style="font-weight: bold; text-decoration: none;"> </del>Funktionalität, die Methoden zum Hochladen von Vertexdaten ([[Ecke|Position]], [[Normalenvektor]], Farbe usw.) auf das Videogerät für das [[Rendern (Design)|Rendern]] im [[Retained Mode (Computergrafik)|Retained Mode]] bereitstellt. VBOs bieten erhebliche Leistungssteigerungen gegenüber dem [[Rendern (Design)|Rendern]] im [[Immediate mode (Computergrafik)|Immediate Mode]] – vor allem deshalb, weil sich die Daten im Speicher des Videogeräts und nicht im Systemspeicher befinden und daher direkt vom Videogerät gerendert werden können. Die VBOs sind äquivalent zu Vertexpuffern in [[Direct3D]].</div></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Ein '''Vertex-Puffer-Objekt''' ('''VBO''') ist eine [[OpenGL]]<ins style="font-weight: bold; text-decoration: none;">-</ins>Funktionalität, die Methoden zum Hochladen von Vertexdaten ([[Ecke|Position]], [[Normalenvektor]], Farbe usw.) auf das Videogerät für das [[Rendern (Design)|Rendern]] im [[Retained Mode (Computergrafik)|Retained Mode]] bereitstellt. VBOs bieten erhebliche Leistungssteigerungen gegenüber dem [[Rendern (Design)|Rendern]] im [[Immediate mode (Computergrafik)|Immediate Mode]] – vor allem deshalb, weil sich die Daten im Speicher des Videogeräts und nicht im Systemspeicher befinden und daher direkt vom Videogerät gerendert werden können. Die VBOs sind äquivalent zu Vertexpuffern in [[Direct3D]].</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>Die Spezifikation des Vertex-Puffer-Objekts wurde für <del style="font-weight: bold; text-decoration: none;">[[</del>OpenGL<del style="font-weight: bold; text-decoration: none;">]]</del> Version 1.5 (im Jahr 2003) vom<del style="font-weight: bold; text-decoration: none;"> [http://www.opengl.org/about/arb/</del> OpenGL Architecture Review Board<del style="font-weight: bold; text-decoration: none;">]</del> standardisiert. Eine ähnliche Funktionalität war vor der Standardisierung von VBOs über die von [[Nvidia]] erstellte Erweiterung <del style="font-weight: bold; text-decoration: none;">"vertex</del> array <del style="font-weight: bold; text-decoration: none;">range"</del><ref>{{cite web </div></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Die Spezifikation des Vertex-Puffer-Objekts wurde für OpenGL Version 1.5 (im Jahr 2003) vom OpenGL Architecture Review Board standardisiert. Eine ähnliche Funktionalität war vor der Standardisierung von VBOs über die von [[Nvidia]] erstellte Erweiterung <ins style="font-weight: bold; text-decoration: none;">„vertex</ins> array <ins style="font-weight: bold; text-decoration: none;">range“</ins><ref>{{cite web </div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>| title=GL_NV_vertex_array_range</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>| title=GL_NV_vertex_array_range</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>| accessdate = 2020-05-10</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>| accessdate = 2020-05-10</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>| url=https://people.freedesktop.org/~marcheu/extensions/ATI/vertex_array_object.html}}</ref> Erweiterungen verfügbar.</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>== Grundlegende VBO<del style="font-weight: bold; text-decoration: none;"> </del>Funktionen ==</div></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>== Grundlegende VBO<ins style="font-weight: bold; text-decoration: none;">-</ins>Funktionen ==</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Die folgenden Funktionen bilden den Kern des VBO-Zugriffs und der VBO-Manipulation:</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Die folgenden Funktionen bilden den Kern des VBO-Zugriffs und der VBO-Manipulation:</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>== <del style="font-weight: bold; text-decoration: none;">Externe Links</del> ==</div></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>== <ins style="font-weight: bold; text-decoration: none;">Weblinks</ins> ==</div></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><br /></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>*[https://www.khronos.org/registry/OpenGL/extensions/ARB/ARB_vertex_buffer_object.txt Vertex Buffer Object Whitepaper]</div></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>*<ins style="font-weight: bold; text-decoration: none;"> </ins>[https://www.khronos.org/registry/OpenGL/extensions/ARB/ARB_vertex_buffer_object.txt Vertex Buffer Object Whitepaper]</div></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>* [http://www.opengl.org/about/arb/ OpenGL Architecture Review Board]</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>[[Kategorie:Khronos Group]]</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>[[Kategorie:Khronos Group]]</div></td>
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Blik
https://de.wikipedia.org/w/index.php?title=Vertex_Buffer_Object&diff=199799124&oldid=prev
Aka: Halbgeviertstrich, Leerzeichen in Überschrift, Kleinkram
2020-05-10T09:15:27Z
<p>Halbgeviertstrich, Leerzeichen in Überschrift, Kleinkram</p>
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<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Version vom 10. Mai 2020, 11:15 Uhr</td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>Ein '''Vertex-Puffer-Objekt''' ('''VBO''') ist eine [[OpenGL]] Funktionalität, die Methoden zum Hochladen von Vertexdaten ([[Ecke|Position]], [[Normalenvektor]], Farbe usw.) auf das Videogerät für das [[Rendern (Design)|Rendern]] im [[Retained Mode (Computergrafik)|Retained Mode]] bereitstellt. VBOs bieten erhebliche Leistungssteigerungen gegenüber dem [[Rendern (Design)|Rendern]] im [[Immediate mode (Computergrafik)|Immediate Mode]] <del style="font-weight: bold; text-decoration: none;">-</del> vor allem deshalb, weil sich die Daten im Speicher des Videogeräts und nicht im Systemspeicher befinden und daher direkt vom Videogerät gerendert werden können. Die VBOs sind äquivalent zu Vertexpuffern in [[Direct3D]].</div></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Ein '''Vertex-Puffer-Objekt''' ('''VBO''') ist eine [[OpenGL]] Funktionalität, die Methoden zum Hochladen von Vertexdaten ([[Ecke|Position]], [[Normalenvektor]], Farbe usw.) auf das Videogerät für das [[Rendern (Design)|Rendern]] im [[Retained Mode (Computergrafik)|Retained Mode]] bereitstellt. VBOs bieten erhebliche Leistungssteigerungen gegenüber dem [[Rendern (Design)|Rendern]] im [[Immediate mode (Computergrafik)|Immediate Mode]] <ins style="font-weight: bold; text-decoration: none;">–</ins> vor allem deshalb, weil sich die Daten im Speicher des Videogeräts und nicht im Systemspeicher befinden und daher direkt vom Videogerät gerendert werden können. Die VBOs sind äquivalent zu Vertexpuffern in [[Direct3D]].</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Die Spezifikation des Vertex-Puffer-Objekts wurde für [[OpenGL]] Version 1.5 (im Jahr 2003) vom [http://www.opengl.org/about/arb/ OpenGL Architecture Review Board] standardisiert. Eine ähnliche Funktionalität war vor der Standardisierung von VBOs über die von [[Nvidia]] erstellte Erweiterung "vertex array range"<ref>{{cite web </div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Die Spezifikation des Vertex-Puffer-Objekts wurde für [[OpenGL]] Version 1.5 (im Jahr 2003) vom [http://www.opengl.org/about/arb/ OpenGL Architecture Review Board] standardisiert. Eine ähnliche Funktionalität war vor der Standardisierung von VBOs über die von [[Nvidia]] erstellte Erweiterung "vertex array range"<ref>{{cite web </div></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>===<ins style="font-weight: bold; text-decoration: none;"> </ins>In C, für OpenGL 2.1 ===</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div><source lang="c"></div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>in vec3 in_Position;</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>void main()<del style="font-weight: bold; text-decoration: none;"> </del></div></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>void main()</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>{</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>{</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div> gl_Position = vec4(in_Position.x, in_Position.y, in_Position.z, 1.0);</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div> gl_Position = vec4(in_Position.x, in_Position.y, in_Position.z, 1.0);</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>out vec4 fragColor;</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>void main()<del style="font-weight: bold; text-decoration: none;"> </del></div></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>void main()</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>{</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>{</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div> fragColor = vec4(1.0,1.0,1.0,1.0); //Set colour of each fragment to WHITE</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div> fragColor = vec4(1.0,1.0,1.0,1.0); //Set colour of each fragment to WHITE</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>/* Create a variable to hold the VBO identifier */</div></td>
<td class="diff-marker"></td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>/* Create a variable to hold the VBO identifier */</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>GLuint triangleVBO;</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>GLuint triangleVBO;</div></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><br /></td>
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<td class="diff-marker" data-marker="−"></td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div> </div></td>
<td colspan="2" class="diff-empty diff-side-added"></td>
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<td class="diff-marker"></td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>/* This is a handle to the shader program */</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>/* This is a handle to the shader program */</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>GLuint shaderProgram;</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>GLuint shaderProgram;</div></td>
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<td class="diff-marker"></td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br /></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>/* Actually draw the triangle, giving the number of vertices provided by invoke glDrawArrays</div></td>
<td class="diff-marker"></td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>/* Actually draw the triangle, giving the number of vertices provided by invoke glDrawArrays</div></td>
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<td class="diff-marker" data-marker="−"></td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div> while telling that our data is a triangle and we want to draw 0-3 vertexes<del style="font-weight: bold; text-decoration: none;"> </del></div></td>
<td class="diff-marker" data-marker="+"></td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div> while telling that our data is a triangle and we want to draw 0-3 vertexes</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>*/</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>*/</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>glDrawArrays(GL_TRIANGLES, 0, (sizeof(data) / 3) / sizeof(GLfloat));</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>glDrawArrays(GL_TRIANGLES, 0, (sizeof(data) / 3) / sizeof(GLfloat));</div></td>
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Aka
https://de.wikipedia.org/w/index.php?title=Vertex_Buffer_Object&diff=199795255&oldid=prev
PZ0151: /* Externe Links */ Tote Links ersetzt/entfernt.
2020-05-10T07:19:25Z
<p><span class="autocomment">Externe Links: </span> Tote Links ersetzt/entfernt.</p>
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<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Version vom 10. Mai 2020, 09:19 Uhr</td>
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<td class="diff-marker"></td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>*[https://www.khronos.org/registry/OpenGL/extensions/ARB/ARB_vertex_buffer_object.txt Vertex Buffer Object Whitepaper]</div></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>[[Kategorie:<ins style="font-weight: bold; text-decoration: none;">Khronos Group</ins>]]</div></td>
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PZ0151
https://de.wikipedia.org/w/index.php?title=Vertex_Buffer_Object&diff=199795162&oldid=prev
PZ0151: AZ: Die Seite wurde neu angelegt: Ein '''Vertex-Puffer-Objekt''' ('''VBO''') ist eine OpenGL Funktionalität, die Methoden zum Hochl…
2020-05-10T07:14:09Z
<p><a href="/wiki/Hilfe:Zusammenfassung_und_Quellen#Auto-Zusammenfassung" title="Hilfe:Zusammenfassung und Quellen">AZ</a>: Die Seite wurde neu angelegt: Ein '''Vertex-Puffer-Objekt''' ('''VBO''') ist eine <a href="/wiki/OpenGL" title="OpenGL">OpenGL</a> Funktionalität, die Methoden zum Hochl…</p>
<p><b>Neue Seite</b></p><div>Ein '''Vertex-Puffer-Objekt''' ('''VBO''') ist eine [[OpenGL]] Funktionalität, die Methoden zum Hochladen von Vertexdaten ([[Ecke|Position]], [[Normalenvektor]], Farbe usw.) auf das Videogerät für das [[Rendern (Design)|Rendern]] im [[Retained Mode (Computergrafik)|Retained Mode]] bereitstellt. VBOs bieten erhebliche Leistungssteigerungen gegenüber dem [[Rendern (Design)|Rendern]] im [[Immediate mode (Computergrafik)|Immediate Mode]] - vor allem deshalb, weil sich die Daten im Speicher des Videogeräts und nicht im Systemspeicher befinden und daher direkt vom Videogerät gerendert werden können. Die VBOs sind äquivalent zu Vertexpuffern in [[Direct3D]].<br />
<br />
Die Spezifikation des Vertex-Puffer-Objekts wurde für [[OpenGL]] Version 1.5 (im Jahr 2003) vom [http://www.opengl.org/about/arb/ OpenGL Architecture Review Board] standardisiert. Eine ähnliche Funktionalität war vor der Standardisierung von VBOs über die von [[Nvidia]] erstellte Erweiterung "vertex array range"<ref>{{cite web <br />
| title=GL_NV_vertex_array_range<br />
| accessdate = 2020-05-10<br />
| url=http://developer.download.nvidia.com/opengl/specs/GL_NV_vertex_array_range.txt}}</ref> oder [[ATI Technologies|ATI]]'s "vertex array object"<ref>{{cite web <br />
| title=ATI_vertex_array_object<br />
| accessdate = 2020-05-10<br />
| url=https://people.freedesktop.org/~marcheu/extensions/ATI/vertex_array_object.html}}</ref> Erweiterungen verfügbar.<br />
<br />
== Grundlegende VBO Funktionen ==<br />
<br />
Die folgenden Funktionen bilden den Kern des VBO-Zugriffs und der VBO-Manipulation:<br />
<br />
:In OpenGL '''1.4''':<br />
::'''glGenBuffersARB'''(sizei n, uint *buffers)<br />
::Erzeugt ein neues VBO und gibt seine ID-Nummer als vorzeichenlose Ganzzahl zurück. ID 0 ist reserviert.<br />
<br />
::'''glBindBufferARB'''(enum target, uint buffer)<br />
::Verwendet einen zuvor erstellten Puffer als aktiven VBO.<br />
<br />
::'''glBufferDataARB'''(enum target, sizeiptrARB size, const void *data, enum usage)<br />
::Daten in den aktiven VBO hochladen.<br />
<br />
::'''glDeleteBuffersARB'''(sizei n, const uint *buffers)<br />
::Löscht die angegebene Anzahl von VBOs aus dem übergebenen Array oder der VBO-IDs.<br />
<br />
:In OpenGL '''2.1''',<ref>{{cite web <br />
| title=OpenGL 2.1 reference pages<br />
| accessdate = 2020-05-10<br />
| url=https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/}}</ref> OpenGL '''3.x'''<ref>{{cite web <br />
| title=OpenGL 3.2 quick reference<br />
| accessdate = 2020-05-10<br />
| url=https://www.opengl.org/sdk/docs/reference_card/opengl32-quick-reference-card.pdf}}</ref> und OpenGL '''4.x''':<ref>{{cite web<br />
| title=OpenGL 4.x reference pages<br />
| accessdate = 2020-05-10<br />
| url=https://www.khronos.org/registry/OpenGL-Refpages/gl4/}}</ref><br />
::'''glGenBuffers'''(sizei n, uint *buffers)<br />
::Erzeugt ein neues VBO und gibt seine ID-Nummer als vorzeichenlose Ganzzahl zurück. ID 0 ist reserviert.<br />
<br />
::'''glBindBuffer'''(enum target, uint buffer)<br />
::Verwendet einen zuvor erstellten Puffer als aktiven VBO.<br />
<br />
::'''glBufferData'''(enum target, sizeiptrARB size, const void *data, enum usage)<br />
::Daten in den aktiven VBO hochladen.<br />
<br />
::'''glDeleteBuffers'''(sizei n, const uint *buffers)<br />
::Löscht die angegebene Anzahl von VBOs aus dem übergebenen Array oder der VBO-IDs.<br />
<br />
== Beispiel für die Verwendung ==<br />
<br />
===In C, für OpenGL 2.1 ===<br />
<br />
<source lang="c"><br />
//Initialise VBO - do only once, at start of program<br />
//Create a variable to hold the VBO identifier<br />
GLuint triangleVBO;<br />
<br />
//Vertices of a triangle (counter-clockwise winding)<br />
float data[] = {1.0, 0.0, 1.0, 0.0, 0.0, -1.0, -1.0, 0.0, 1.0};<br />
//try float data[] = {0.0, 1.0, 0.0, -1.0, -1.0, 0.0, 1.0, -1.0, 0.0}; if the above doesn't work.<br />
<br />
//Create a new VBO and use the variable id to store the VBO id<br />
glGenBuffers(1, &triangleVBO);<br />
<br />
//Make the new VBO active<br />
glBindBuffer(GL_ARRAY_BUFFER, triangleVBO);<br />
<br />
//Upload vertex data to the video device<br />
glBufferData(GL_ARRAY_BUFFER, sizeof(data), data, GL_STATIC_DRAW);<br />
<br />
//Make the new VBO active. Repeat here incase changed since initialisation<br />
glBindBuffer(GL_ARRAY_BUFFER, triangleVBO);<br />
<br />
//Draw Triangle from VBO - do each time window, view point or data changes<br />
//Establish its 3 coordinates per vertex with zero stride in this array; necessary here<br />
glVertexPointer(3, GL_FLOAT, 0, NULL);<br />
<br />
//Establish array contains vertices (not normals, colours, texture coords etc)<br />
glEnableClientState(GL_VERTEX_ARRAY);<br />
<br />
//Actually draw the triangle, giving the number of vertices provided<br />
glDrawArrays(GL_TRIANGLES, 0, sizeof(data) / sizeof(float) / 3);<br />
<br />
//Force display to be drawn now<br />
glFlush();<br />
<br />
</source><br />
<br />
=== In C, für OpenGL 3.x und OpenGL 4.x ===<br />
<br />
'''Vertex Shader:'''<br />
<source lang="glsl"><br />
/*----------------- "exampleVertexShader.vert" -----------------*/<br />
<br />
#version 150 // Specify which version of GLSL we are using.<br />
<br />
// in_Position was bound to attribute index 0("shaderAttribute")<br />
in vec3 in_Position;<br />
<br />
void main() <br />
{<br />
gl_Position = vec4(in_Position.x, in_Position.y, in_Position.z, 1.0);<br />
}<br />
/*--------------------------------------------------------------*/<br />
</source><br />
<br><br />
'''Fragment Shader:'''<br />
<source lang="glsl"><br />
/*---------------- "exampleFragmentShader.frag" ----------------*/<br />
<br />
#version 150 // Specify which version of GLSL we are using.<br />
<br />
precision highp float; // Video card drivers require this line to function properly<br />
<br />
out vec4 fragColor;<br />
<br />
void main() <br />
{<br />
fragColor = vec4(1.0,1.0,1.0,1.0); //Set colour of each fragment to WHITE<br />
}<br />
/*--------------------------------------------------------------*/<br />
</source><br />
<br><br />
'''Main OpenGL Program:'''<br />
<source lang="c"><br />
/*--------------------- Main OpenGL Program ---------------------*/<br />
<br />
/* Create a variable to hold the VBO identifier */<br />
GLuint triangleVBO;<br />
<br />
/* This is a handle to the shader program */<br />
GLuint shaderProgram;<br />
<br />
/* These pointers will receive the contents of our shader source code files */<br />
GLchar *vertexSource, *fragmentSource;<br />
<br />
/* These are handles used to reference the shaders */<br />
GLuint vertexShader, fragmentShader;<br />
<br />
const unsigned int shaderAttribute = 0;<br />
<br />
/* Vertices of a triangle (counter-clockwise winding) */<br />
float data[3][3] = {<br />
{ 0.0, 1.0, 0.0 },<br />
{ -1.0, -1.0, 0.0 },<br />
{ 1.0, -1.0, 0.0 }<br />
};<br />
<br />
/*---------------------- Initialise VBO - (Note: do only once, at start of program) ---------------------*/<br />
/* Create a new VBO and use the variable "triangleVBO" to store the VBO id */<br />
glGenBuffers(1, &triangleVBO);<br />
<br />
/* Make the new VBO active */<br />
glBindBuffer(GL_ARRAY_BUFFER, triangleVBO);<br />
<br />
/* Upload vertex data to the video device */<br />
glBufferData(GL_ARRAY_BUFFER, sizeof(data), data, GL_STATIC_DRAW);<br />
<br />
/* Specify that our coordinate data is going into attribute index 0(shaderAttribute), and contains three floats per vertex */<br />
glVertexAttribPointer(shaderAttribute, 3, GL_FLOAT, GL_FALSE, 0, 0);<br />
<br />
/* Enable attribute index 0(shaderAttribute) as being used */<br />
glEnableVertexAttribArray(shaderAttribute);<br />
<br />
/* Make the new VBO active. */<br />
glBindBuffer(GL_ARRAY_BUFFER, triangleVBO);<br />
/*-------------------------------------------------------------------------------------------------------*/<br />
<br />
/*--------------------- Load Vertex and Fragment shaders from files and compile them --------------------*/<br />
/* Read our shaders into the appropriate buffers */<br />
vertexSource = filetobuf("exampleVertexShader.vert");<br />
fragmentSource = filetobuf("exampleFragmentShader.frag");<br />
<br />
/* Assign our handles a "name" to new shader objects */<br />
vertexShader = glCreateShader(GL_VERTEX_SHADER);<br />
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);<br />
<br />
/* Associate the source code buffers with each handle */<br />
glShaderSource(vertexShader, 1, (const GLchar**)&vertexSource, 0);<br />
glShaderSource(fragmentShader, 1, (const GLchar**)&fragmentSource, 0);<br />
<br />
/* Free the temporary allocated memory */<br />
free(vertexSource);<br />
free(fragmentSource);<br />
<br />
/* Compile our shader objects */<br />
glCompileShader(vertexShader);<br />
glCompileShader(fragmentShader);<br />
/*-------------------------------------------------------------------------------------------------------*/<br />
<br />
/*-------------------- Create shader program, attach shaders to it and then link it ---------------------*/<br />
/* Assign our program handle a "name" */<br />
shaderProgram = glCreateProgram();<br />
<br />
/* Attach our shaders to our program */<br />
glAttachShader(shaderProgram, vertexShader);<br />
glAttachShader(shaderProgram, fragmentShader);<br />
<br />
/* Bind attribute index 0 (shaderAttribute) to in_Position*/<br />
/* "in_Position" will represent "data" array's contents in the vertex shader */<br />
glBindAttribLocation(shaderProgram, shaderAttribute, "in_Position");<br />
<br />
/* Link shader program*/<br />
glLinkProgram(shaderProgram);<br />
/*-------------------------------------------------------------------------------------------------------*/<br />
<br />
/* Set shader program as being actively used */<br />
glUseProgram(shaderProgram);<br />
<br />
/* Set background colour to BLACK */<br />
glClearColor(0.0, 0.0, 0.0, 1.0);<br />
<br />
/* Clear background with BLACK colour */<br />
glClear(GL_COLOR_BUFFER_BIT);<br />
<br />
/* Actually draw the triangle, giving the number of vertices provided by invoke glDrawArrays<br />
while telling that our data is a triangle and we want to draw 0-3 vertexes <br />
*/<br />
glDrawArrays(GL_TRIANGLES, 0, (sizeof(data) / 3) / sizeof(GLfloat));<br />
/*---------------------------------------------------------------*/<br />
</source><br />
<br />
== Einzelnachweise ==<br />
<references /><br />
<br />
== Externe Links ==<br />
*[https://www.khronos.org/registry/OpenGL/extensions/ARB/ARB_vertex_buffer_object.txt Vertex Buffer Object Whitepaper]<br />
<br />
[[Kategorie:OpenGL]]<br />
[[Kategorie:Computergrafik]]<br />
[[Category:3D computer graphics]]</div>
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