if my vertex data was layed out
example:
struct Vertex
{
float position[4];
float normal[3];
float texCoord[2];
}
i know we use
glBindBufferARB( GL_ARRAY_BUFFER_ARB, m_uiVertBufferHandle );
//get the pointer position where we can add verts
void* pPositionBuffer = glMapBufferARB( GL_ARRAY_BUFFER_ARB, GL_READ_WRITE );
//now copy into our memory spot
//which we need to move to the right position
memcpy( ((char*)pPositionBuffer) + ( uiVertLocation*sizeof(VertexFormat) ), pVerts, iNumVerts*sizeof(VertexFormat));
//now stop mapping
glUnmapBufferARB(GL_ARRAY_BUFFER_ARB);
for a full copy location this is how i been doing it but i just need to edit the position data of the vertices and not change any of the other attributes
i am just updating the positional data on the cpu side for some testing
struct Vertex
{
float position[4]; <----
float normal[3];
float texCoord[2];
}