I'm not into OpenGL coding, so I'm not able to find the answer on my own.
I'm using the VertexBuffer class for a Tilemap system, as I understand that VertexBuffer allows me to make changes to selected vertices, as opposed to VertexArray which copies all the vertices for each draw call.
My question is:
Is the update method an expensive method? If I update one vertex and the draw, I understand that this is much better than updating one vertex in a VertexArray and making a draw call.
But what if I update N vertices of a VertexBuffer, K times? What does the update method really do?