As you said, I currently use the classical :
Qt Code:
  1. // Setup our vertex buffer object.
  2. m_myVbo.create();
  3. m_myVbo.bind();
  4. m_myVbo.allocate(m_vertexData.constData(), m_floatCount * static_cast<int>(sizeof(GLfloat)));
  5. m_myVbo.release();
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Sorry I don't actually have the skills to understand the second option with the CPU/GPU mapping

The full project, configured for the GPU test (test 6) is available here : sources.zip
The VBO setup is in myGLwidget_vertAndFrag.cpp at line 269.

Could you send me the modif to do to test this option ? I'm interested too.