Original Post
Hi all, ah, another question on VBO's (maybe we can sweet-talk someone into writing a VBO FAQ) at any rate my question (or actually several) 1)if the geometry is dynamic, what is the point of using VBO's then? a typical example is doing interpolation of a model between frames... is there really any gain by doing VBO's instead of vertex arrays? 2) is is wiser to have one HUGE VBO or several smaller VBO's I was considering the following system: For each frame of each mesh, give it a VBO[STATIC_DRAW] (then delete the vertex memory that I allocated) Then to draw, just bind the corect VBO(s) ... to do interpolation between frames, use a vertex shader... for deleting my vetex memory my thinking is that the openGL driver has the data of the vertexes stored somehow anayways... be it on the card or swapped to system memory, depending on the descision of the driver..... now is 2) a good idea? it has the advatage of being easy to do and to implement, and lets me free all that awful vertex memory and let the openGL driver handle it... would it be better to have one VBO per mesh? (and when I am to draw the correct framem, I fiddle with offset stuff) Best Regards