the data to be rendered is stored in RAM on the client side, the rendering is
called immediate mode
because the client is asking the server to render the data immediately after it
is sent to the server.
of immediate mode rendering include
pass vertices to GPU forming one primitive at a time
- Vertex arrays: pass vertices to GPU in a single call (for
is particularly slow because the graphics hardware must
each primitive to be sent before it can be rendered!
contrast, retained mode
passes geometry stores the vertices in VRAM on the GPU. Rendering is often much more efficient.
Immediate mode rendering was deprecrated
in OpenGL 3.0 and dropped from the core in OpenGL 3.1.