OpenGL ES provides 7 steps for caching data:
1. Generate Glgenbuffers ()--Request OpenGL ES generates a unique identifier for the graphics processor-controlled cache.
2. Bind Glbindbuffer ()--tells OpenGL ES to use a cache for the next operation.
3. Buffer Data Glbufferdata () or Glbuffersubdata ()--let OpenGL ES initialize enough contiguous memory for the currently bound cache allocation sickness (typically from CPU-controlled memory to allocated memory).
4. Enable or disable Glenablevertexattribarray () or Gldisvertexattribarray ()--tells OpenGL ES whether to use the data in the cache in the next rendering.
5. Set pointer Glvertexattribpointer ()--tells OpenGL ES the type of data in the cache and the memory offset value of all data that needs to be accessed.
6. Draw Gldrawarrays () or gldrawelements ()--tells OpenGL ES to render the entire scene or part of a scene using the data in the buffer that is currently bound and enabled.
7. Delete Gldeletebuffers ()--Tell OpenGL ES to delete the previously generated cache sickness release related resources.
7 Steps OpenGL ES provides data for caching