I am using VBO's together with glDrawElements to quickly render a bunch of triangles. In my case, since each triangle has exactly 3 vertices, 3 normals and 3 texture coordinates, I could get rid of the indices and avoid having another VBO taking memory on the GPU.
My indices are always starting at zero and continuous.
Is there a way to avoid having to upload those indices?
Another option would be to have one single index buffer on the GPU that serves all the geometries that I need to render, but that is still taking some memory on the GPU.
Finally, and linked to the VBO's: how do people usually handle situations where there is no more free memory on the GPU for VBOs:
- how to notice that?
- how to overcome that?