C language function:MapBuffer sample codes

Search sample code in the internet.It is the result.


TITLE : source – Yamamoto Lab.
float *data = (float *) glMapBuffer(GL_ARRAY_BUFFER, GL_READ_ONLY);.......
http://ait-survey.com/research-2/etc/research/data-processing/programming-development-visualization/cuda/simplegl-cu/simplegl-cuda


TITLE : source – Yamamoto Lab.
if (!glUnmapBuffer(GL_ARRAY_BUFFER)).......
http://ait-survey.com/research-2/etc/research/data-processing/programming-development-visualization/cuda/simplegl-cu/simplegl-cuda
TITLE : Data - Foundations - OpenGL SuperBible: Comprehensive Tutorial and Reference, Sixth Edition (2013)
Another method for getting data into a buffer object is to ask OpenGL for a pointer to the memory that the buffer object represents and then copy the data there yourself. Listing 5.3 shows how to do this using the glMapBuffer() function........
http://apprize.info/programming/opengl_1/7.html
TITLE : Data - Foundations - OpenGL SuperBible: Comprehensive Tutorial and Reference, Sixth Edition (2013)
void * ptr = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);.......
http://apprize.info/programming/opengl_1/7.html
TITLE : Data - Foundations - OpenGL SuperBible: Comprehensive Tutorial and Reference, Sixth Edition (2013)
glUnmapBuffer(GL_ARRAY_BUFFER);.......
http://apprize.info/programming/opengl_1/7.html
TITLE : Data - Foundations - OpenGL SuperBible: Comprehensive Tutorial and Reference, Sixth Edition (2013)
Listing 5.3: Mapping a bufferfs data store with glMapBuffer().......
http://apprize.info/programming/opengl_1/7.html
TITLE : Data - Foundations - OpenGL SuperBible: Comprehensive Tutorial and Reference, Sixth Edition (2013)
Data accessed in the shader via named uniform blocks can be stored in buffer objects. In general, it is the applicationfs job to fill the buffer objects with data using functions like glBufferData() or glMapBuffer(). The question is, then, what is the data in the buffer supposed to look like? There are actually two possibilities here, and whichever one you choose is a trade-off........
http://apprize.info/programming/opengl_1/7.html
TITLE : Data - Foundations - OpenGL SuperBible: Comprehensive Tutorial and Reference, Sixth Edition (2013)
glUnmapBuffer(GL_ATOMIC_COUNTER_BUFFER);.......
http://apprize.info/programming/opengl_1/7.html
TITLE : Data - Foundations - OpenGL SuperBible: Comprehensive Tutorial and Reference, Sixth Edition (2013)
glUnmapBuffer(GL_UNIFORM_BUFFER);.......
http://apprize.info/programming/opengl_1/7.html
TITLE : GLES30 | Android Developers
static boolean glUnmapBuffer(int target).......
http://developer.android.com/reference/android/opengl/GLES30.html
TITLE : Best Practices for Working with Vertex Data
void *glMapBuffer(GLenum target, GLenum access);.......
http://developer.apple.com/library/content/documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_vertexdata/opengl_vertexdata.html
TITLE : Best Practices for Working with Vertex Data
my_vertex_pointer = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);.......
http://developer.apple.com/library/content/documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_vertexdata/opengl_vertexdata.html
TITLE : Best Practices for Working with Vertex Data
glUnmapBuffer(GL_ARRAY_BUFFER);.......
http://developer.apple.com/library/content/documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_vertexdata/opengl_vertexdata.html
TITLE : Best Practices for Working with Vertex Data
GLvoid* my_vertex_pointer = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);.......
http://developer.apple.com/library/content/documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_vertexdata/opengl_vertexdata.html
TITLE : Best Practices for Working with Vertex Data
glUnmapBuffer(GL_ARRAY_BUFFER);.......
http://developer.apple.com/library/content/documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_vertexdata/opengl_vertexdata.html
TITLE : Buffer Read/Write vs. Map/Unmap — TI OpenCL Documentation
int * ary = (int*)Q.enqueueMapBuffer(buf, CL_TRUE, CL_MAP_WRITE, 0, bufsize);.......
http://downloads.ti.com/mctools/esd/docs/opencl/memory/access-model.html
TITLE : Buffer Read/Write vs. Map/Unmap — TI OpenCL Documentation
ary = (int*)Q.enqueueMapBuffer(buf, CL_TRUE, CL_MAP_READ, 0, bufsize);.......
http://downloads.ti.com/mctools/esd/docs/opencl/memory/access-model.html
TITLE : OpenGL Programming/Scientific OpenGL Tutorial 01 - Wikibooks, open books for an open world
point *graph = (point *)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);.......
http://en.wikibooks.org/wiki/OpenGL_Programming/Scientific_OpenGL_Tutorial_01
TITLE : OpenGL Programming/Scientific OpenGL Tutorial 01 - Wikibooks, open books for an open world
glUnmapBuffer(GL_ARRAY_BUFFER);.......
http://en.wikibooks.org/wiki/OpenGL_Programming/Scientific_OpenGL_Tutorial_01
TITLE : OpenGL Programming/Scientific OpenGL Tutorial 01 - Wikibooks, open books for an open world
Strictly, glMapBuffer() is not part of the core OpenGL ES 2.0 language, so you should not rely on it being always available........
http://en.wikibooks.org/wiki/OpenGL_Programming/Scientific_OpenGL_Tutorial_01
TITLE : OpenGL Programming/Scientific OpenGL Tutorial 01 - Wikibooks, open books for an open world
* Try to find out which method of changing the contents of a VBO is faster on your system: glBufferData(), glBufferSubData() or glMapBuffer()........
http://en.wikibooks.org/wiki/OpenGL_Programming/Scientific_OpenGL_Tutorial_01
TITLE : WebGL2 is coming...
* On platforms with glMapBuffer() support (basically: everything but WebGL2), uniform block updates will be copied directly into the per-frame uniform buffer. On WebGL2, the copy goes into an intermediate memory buffer, followed by a single glBufferSubData() at the end of the frame to copy the uniform data over into the uniform buffer.......
http://floooh.github.io/2016/10/06/oryol-webgl2.html
TITLE : How to use clEnqueueMapBuffer and clEnqueueUnmapMemObject ? - JOCL - Byte-Welt - Die Welt des Programmierens
hostData = clEnqueueMapBuffer(.......
http://forum.byte-welt.net/t/how-to-use-clenqueuemapbuffer-and-clenqueueunmapmemobject/6228
TITLE : How to use clEnqueueMapBuffer and clEnqueueUnmapMemObject ? - JOCL - Byte-Welt - Die Welt des Programmierens
hostData = clEnqueueMapBuffer(.......
http://forum.byte-welt.net/t/how-to-use-clenqueuemapbuffer-and-clenqueueunmapmemobject/6228
TITLE : How to use clEnqueueMapBuffer and clEnqueueUnmapMemObject ? - JOCL - Byte-Welt - Die Welt des Programmierens
ByteBuffer mappedDeviceData = clEnqueueMapBuffer(.......
http://forum.byte-welt.net/t/how-to-use-clenqueuemapbuffer-and-clenqueueunmapmemobject/6228
TITLE : How to use clEnqueueMapBuffer and clEnqueueUnmapMemObject ? - JOCL - Byte-Welt - Die Welt des Programmierens
hostData = clEnqueueMapBuffer(commandQueue,.......
http://forum.byte-welt.net/t/how-to-use-clenqueuemapbuffer-and-clenqueueunmapmemobject/6228
TITLE : OpenSceneGraph Forum :: View topic - Confused with pixel buffer objects in OSG
(GLubyte*)ext->glMapBuffer(GL_PIXEL_PACK_BUFFER_ARB,.......
http://forum.openscenegraph.org/viewtopic.php@t=7251
TITLE : OpenSceneGraph Forum :: View topic - Confused with pixel buffer objects in OSG
ext->glUnmapBuffer(GL_PIXEL_PACK_BUFFER_ARB);.......
http://forum.openscenegraph.org/viewtopic.php@t=7251
TITLE : Map and fill texture using PBO (OpenGL 3.3) - Game Development Stack Exchange
void *Memory = glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_WRITE_ONLY);.......
http://gamedev.stackexchange.com/questions/35486/map-and-fill-texture-using-pbo-opengl-3-3
TITLE : Map and fill texture using PBO (OpenGL 3.3) - Game Development Stack Exchange
glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);.......
http://gamedev.stackexchange.com/questions/35486/map-and-fill-texture-using-pbo-opengl-3-3
TITLE : gl - GoDoc
* func MapBuffer(target uint32, access uint32) unsafe.Pointer.......
http://godoc.org/github.com/go-gl/gl/v3.3-core/gl
TITLE : gl - GoDoc
* func UnmapBuffer(target uint32) bool.......
http://godoc.org/github.com/go-gl/gl/v3.3-core/gl
TITLE : gl - GoDoc
func MapBuffer(target uint32, access uint32) unsafe.Pointer.......
http://godoc.org/github.com/go-gl/gl/v3.3-core/gl
TITLE : gl - GoDoc
func UnmapBuffer(target uint32) bool.......
http://godoc.org/github.com/go-gl/gl/v3.3-core/gl
TITLE : The Hacks of Life: glMapBuffer No Longer Cool
GLvoid * ptr = glMapBuffer(target,GL_WRITE_ONLY);.......
http://hacksoflife.blogspot.com/2015/06/glmapbuffer-no-longer-cool.html
TITLE : The Hacks of Life: glMapBuffer No Longer Cool
glUnmapBuffer(target);.......
http://hacksoflife.blogspot.com/2015/06/glmapbuffer-no-longer-cool.html
TITLE : The Hacks of Life: glMapBuffer No Longer Cool
GLvoid * ptr = glMapBuffer(target,GL_WRITE_ONLY);.......
http://hacksoflife.blogspot.com/2015/06/glmapbuffer-no-longer-cool.html
TITLE : The Hacks of Life: glMapBuffer No Longer Cool
glUnmapBuffer(target);.......
http://hacksoflife.blogspot.com/2015/06/glmapbuffer-no-longer-cool.html
TITLE : The Hacks of Life: glMapBuffer No Longer Cool
Related: Does doing glBufferData() with data=NULL and then glMapBuffer() + memcpy() (like you did) have any advantage over just calling glBufferData() with the actual data directly? (I'd imagine the libGL doing the same thing internally in both cases, but I'm quite new to OpenGL and graphics programming in general so my mental model of the whole thing is probably pretty flawed).......
http://hacksoflife.blogspot.com/2015/06/glmapbuffer-no-longer-cool.html
TITLE : Kinect SDK C++ Tutorials - 3. Point Clouds
ptr = (GLubyte*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);.......
http://homes.cs.washington.edu/~edzhang/tutorials/kinect2/kinect3.html
TITLE : Kinect SDK C++ Tutorials - 3. Point Clouds
glUnmapBuffer(GL_ARRAY_BUFFER);.......
http://homes.cs.washington.edu/~edzhang/tutorials/kinect2/kinect3.html
TITLE : Kinect SDK C++ Tutorials - 3. Point Clouds
ptr = (GLubyte*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);.......
http://homes.cs.washington.edu/~edzhang/tutorials/kinect2/kinect3.html
TITLE : Kinect SDK C++ Tutorials - 3. Point Clouds
glUnmapBuffer(GL_ARRAY_BUFFER);.......
http://homes.cs.washington.edu/~edzhang/tutorials/kinect2/kinect3.html
TITLE : Compute Shader FFT of size 32
glUnmapBuffer( GL_SHADER_STORAGE_BUFFER );.......
http://in2gpu.com/2013/11/01/compute-shader-fft-of-size-32/
TITLE : Compute Shader FFT of size 32
glUnmapBuffer( GL_SHADER_STORAGE_BUFFER );.......
http://in2gpu.com/2013/11/01/compute-shader-fft-of-size-32/
TITLE : Compute Shader FFT of size 32
com *points = (com *) glMapBuffer( GL_SHADER_STORAGE_BUFFER, GL_READ_ONLY);.......
http://in2gpu.com/2013/11/01/compute-shader-fft-of-size-32/
TITLE : Compute Shader FFT of size 32
glUnmapBuffer( GL_SHADER_STORAGE_BUFFER );.......
http://in2gpu.com/2013/11/01/compute-shader-fft-of-size-32/
TITLE : GLBase (JOGL, NativeWindow and NEWT APIs)
GLBufferStorage mapBuffer(int target, int access).......
http://jogamp.org/deployment/v2.1.5/javadoc/jogl/javadoc/javax/media/opengl/GLBase.html
TITLE : GLBase (JOGL, NativeWindow and NEWT APIs)
Returns the GLBufferStorage instance as mapped via OpenGL's native glMapBuffer(..) implementation........
http://jogamp.org/deployment/v2.1.5/javadoc/jogl/javadoc/javax/media/opengl/GLBase.html
TITLE : GLBase (JOGL, NativeWindow and NEWT APIs)
GLBufferStorage mapBuffer(int target,.......
http://jogamp.org/deployment/v2.1.5/javadoc/jogl/javadoc/javax/media/opengl/GLBase.html
TITLE : GLBase (JOGL, NativeWindow and NEWT APIs)
Returns the GLBufferStorage instance as mapped via OpenGL's native glMapBuffer(..) implementation........
http://jogamp.org/deployment/v2.1.5/javadoc/jogl/javadoc/javax/media/opengl/GLBase.html
TITLE : GLBase (JOGL, NativeWindow and NEWT APIs)
GL.glMapBuffer(int, int) wrapper calls this method and returns GLBufferStorage.getMappedBuffer()........
http://jogamp.org/deployment/v2.1.5/javadoc/jogl/javadoc/javax/media/opengl/GLBase.html
TITLE : Tutorial: A practical example of Data-Oriented Design : knight666/blog
Vec3* write_vertices = (Vec3*)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);.......
http://knight666.com/blog/tutorial-a-practical-example-of-data-oriented-design/
TITLE : Tutorial: A practical example of Data-Oriented Design : knight666/blog
Vec3* write_color = (Vec3*)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);.......
http://knight666.com/blog/tutorial-a-practical-example-of-data-oriented-design/
TITLE : Tutorial: A practical example of Data-Oriented Design : knight666/blog
glUnmapBuffer(GL_ARRAY_BUFFER); CGLE();.......
http://knight666.com/blog/tutorial-a-practical-example-of-data-oriented-design/
TITLE : Reading the OpenGL backbuffer to system memory
downsampleData = (unsigned char *)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);.......
http://lektiondestages.blogspot.com/2013/01/reading-opengl-backbuffer-to-system.html
TITLE : Reading the OpenGL backbuffer to system memory
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);.......
http://lektiondestages.blogspot.com/2013/01/reading-opengl-backbuffer-to-system.html
TITLE : OpenGL Optimizations in an FFmpeg Filter – Nervous Systems
GLubyte *ptr = glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_WRITE_ONLY);.......
http://nervous.io/ffmpeg/opengl/2017/05/15/ffmpeg-pbo-yuv/
TITLE : OpenGL Optimizations in an FFmpeg Filter – Nervous Systems
glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);.......
http://nervous.io/ffmpeg/opengl/2017/05/15/ffmpeg-pbo-yuv/
TITLE : OpenGL Optimizations in an FFmpeg Filter – Nervous Systems
out->data[0] = (GLvoid*)glMapBuffer(.......
http://nervous.io/ffmpeg/opengl/2017/05/15/ffmpeg-pbo-yuv/
TITLE : OpenGL Optimizations in an FFmpeg Filter – Nervous Systems
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);.......
http://nervous.io/ffmpeg/opengl/2017/05/15/ffmpeg-pbo-yuv/
TITLE : On rendering: Buffer object streaming in OpenGL
glUnmapBuffer(GL_ARRAY_BUFFER);.......
http://onrendering.blogspot.com/2011/10/buffer-object-streaming-in-opengl.html
TITLE : OpenGL "Hello, world!"
void *glMapBuffer(GLenum target, GLenum access);.......
http://people.freedesktop.org/~idr/OpenGL_tutorials/02-GLSL-hello-world.html
TITLE : OpenGL "Hello, world!"
void glUnmapBuffer(GLenum target);.......
http://people.freedesktop.org/~idr/OpenGL_tutorials/02-GLSL-hello-world.html
TITLE : OpenGL "Hello, world!"
float *data = (float *) glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);.......
http://people.freedesktop.org/~idr/OpenGL_tutorials/02-GLSL-hello-world.html
TITLE : OpenGL "Hello, world!"
glUnmapBuffer(GL_ARRAY_BUFFER);.......
http://people.freedesktop.org/~idr/OpenGL_tutorials/02-GLSL-hello-world.html
TITLE : OpenGL "Hello, world!"
GLfloat *data = (GLfloat *) glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);.......
http://people.freedesktop.org/~idr/OpenGL_tutorials/02-GLSL-hello-world.html
TITLE : OpenGL "Hello, world!"
glUnmapBuffer(GL_ARRAY_BUFFER);.......
http://people.freedesktop.org/~idr/OpenGL_tutorials/02-GLSL-hello-world.html
TITLE : OpenGL Vertex Buffer Objects (VBOs): A Simple Tutorial | PlayControl Software
- I already discussed glMapBuffer() above........
http://playcontrol.net/ewing/jibberjabber/opengl_vertex_buffer_object.html
TITLE : glMapBuffer : PyOpenGL 3.1.0 GL Man Pages
glMapBuffer( GLenum ( target ) , GLenum ( access ) )-> void *.......
http://pyopengl.sourceforge.net/documentation/manual-3.0/glMapBuffer.html
TITLE : glMapBuffer : PyOpenGL 3.1.0 GL Man Pages
glMapBuffer( target , access ) -> .......
http://pyopengl.sourceforge.net/documentation/manual-3.0/glMapBuffer.html
TITLE : glMapBuffer : PyOpenGL 3.1.0 GL Man Pages
glUnmapBuffer( GLenum ( target ) )-> GLboolean.......
http://pyopengl.sourceforge.net/documentation/manual-3.0/glMapBuffer.html
TITLE : glMapBuffer : PyOpenGL 3.1.0 GL Man Pages
glUnmapBuffer( target ) -> .......
http://pyopengl.sourceforge.net/documentation/manual-3.0/glMapBuffer.html
TITLE :
SX_DEBUG("glMapBuffer() with pbo: %d", pbos[dx]);.......
http://roxlu.com/2014/048/fast-pixel-transfers-with-pixel-buffer-objects
TITLE :
ptr = (unsigned char*)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);.......
http://roxlu.com/2014/048/fast-pixel-transfers-with-pixel-buffer-objects
TITLE :
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);.......
http://roxlu.com/2014/048/fast-pixel-transfers-with-pixel-buffer-objects
search Google

https://www.google.com/#q=MapBuffer