I'm doing VBO based rendering. Which should I minimize, switching between the active VBO or the number of draw calls?
minimize glDrawElements or glBindBuffer...?
Crossbones+ - Reputation: 11112
Posted 27 December 2012 - 02:44 AM
You don't even need a VBO per-shader, you could in theory have one big VBO containing all of your scene geometry and then adjust the params of your draw calls to use the appropriate ranges within it.
It appears that the gentleman thought C++ was extremely difficult and he was overjoyed that the machine was absorbing it; he understood that good C++ is difficult but the best C++ is well-nigh unintelligible.