OpenGL, the best graphics library this side of the Mississippi (which actually means the whole world, if you’re hip to geometric topology). This guide will guide you through the guiding principles of OpenGl. That’s a lot of guide. It is organized by topic, and in each topic we order each subtopic by a plausible chronology of use. If you can’t find something, use control-F or command-F. If you still can’t find it, contact a TA and tell us what we missed.
Vertex Buffer Objects (VBOs) are OpenGL’s way of storing geometry data. VBOs are referenced by VBO IDs that can be generated using OpenGL. Every object that you wish to render will eventually have to have its geometry stored in a VBO, so you really should spend some time getting to know these objects well.