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...?
Started by Funkymunky, Dec 26 2012 04:24 PM
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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.
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