Ok i got vertex buffers uploading properly to the gpu now. Had to watch some vids on opengl to properly understand but feel much better about this for the experience.
I just have a few questions, just for the sake of learning.
there is a rlUpdateMesh function, (it doesn't seem to be used anywhere though)
but for some reason you have the number of verts you are updating as a number, and if you go over it, it changes from using glBufferSubData to glBufferData. why would you ever want this as an abstracted internal switch like this? i can't think of a case where it would be useful to have this in the same function. One is generating a new buffer and the other is just modifying it. so calling sub, is fast enough to happen per frame, but normal will crash the program calling per frame? I just want to make sure i understand this correctly.
And of course the only time you would actually want to remake the buffer is when you are adding new verts, but wouldn't it be better to just have empty buffer to fill into, and only expand it if it outgrows it.
I'm thinking from the direction of that i want to eventually mess with some modelling tools, so this is of interest to me. Of course this isn't the intended use of raylib, but it's fun to mess with.
Really enjoying the library so far, it's the only engine i've even found accessible to hack in. I'm thinking of maybe looking into writing a collada importer, and perhaps even thinking about bones/skinning.
Super awesome stuff.