title: OpenGL: Are VAOs and VBOs practical for large polygon rendering tasks?
body: <p>If you wanted to render a large landscape with thousands of polygons in the viewing frustum at a time as well as the user's viewpoint changing constantly, is it practical to use VAOs or VBOs?  </p>
  
  <p>I mean, every time the player's position or camera rotation changed, you would have to recompute the vertex data in order to properly cull any vertices or scenes which are no longer seen in order to keep a good FPS count.  But in doing this, your FPS count would go down because you are, well, repacking all the buffers constantly.</p>
  
  <p><strong>So is it still beneficial to use these two methods over immediate mode?</strong></p>
  
  <p>My guess is yes because with Immediate Mode, you are also recomputing all the vertices every frame, just in a slightly different way.  Sadly, I don't have much background with any of this, and I am confused because the internet has a mixed message on this topic.</p>