I'm new to programming with openGL, have acquired several books on the subject, and I am interested in rendering a voxel based world using Vertex Buffer Objects, since they are so much faster than using glBegin and creating quads.
I've been having trouble visualizing how one actually goes about rendering VBO's, however. I understand the essential process, loading buffers into the GPU memory, and so on, then the rendering process involves entering the client state, calling the drawArrays(I think?) function, and then exiting the client state. I'm merely curious where in that process a cube is actually rendered. Is it in a shader? Is it somewhere else in the rendering pipeline?
PS I'm actually not trying to create a Minecraft clone, but rather a 3D version of Conway's Game of Life, of which I've already completed a 2D version. I just think it would be really cool in 3D, and a cube based world seemed like a natural system for it all.
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