Take the 2-minute tour ×  In a voxel game I'm making, I'm using
VBO's for rendering the world. I' use somthing like this to send
the vertices to the GPU:      FloatBuffer vertexData =
BufferUtils.createFloatBuffer(..?);      float[] vertices = new
float[..?];      //vertex calculations go here       //send the
vertices     int vboVertexHandle = glGenBuffers();
glBindBuffer(GL_ARRAY_BUFFER, vboVertexHandle);
glBufferData(GL_ARRAY_BUFFER, vertexData, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);  However, the vertices are
calculated dynamically, and there is no way to know how many I
will be rendering beforehand. So I don't know how much space to
allocate to the FloatBuffer and to the array.  I thought using
ArrayList's but it seems slow and unefficient. Is there any way
I can make an array or a FloatBuffer without specifying a size?
Or sending the data to the GPU as the vertices are calculated,
instead of sending them all in the end?  share|improve this
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