just modified the `Tutorial 1.3 - Textures` project to do this in OnRender ```cs _gl.BindBuffer(Buff

just modified the Tutorial 1.3 - Textures project to do this in OnRender
_gl.BindBuffer(BufferTargetARB.ArrayBuffer, _vbo);
float[] verticesNew =
{
    // aPosition--------   aTexCoords
    -1f,  1f, 0.0f,       0.0f, 0.0f,
     1f,  1f, 0.0f,       1.0f, 0.0f,
     1f, -1f, 0.0f,       1.0f, 1.0f,
    -1f, -1f, 0.0f,       0.0f, 1.0f,
};
_gl.BufferSubData<float>(BufferTargetARB.ArrayBuffer, 0, new ReadOnlySpan<float>(verticesNew));

... and it works just fine... all the data is being written
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