I'm making my own engine using C++ and DirectX 11 (I think I'm going to add support to DirectX 12 too, but I'm gonna wait for Windows 10 to download ). It uses its own format for meshes, which at the moment are converted from Wavefront (.obj).
I was thinking about making code to create a index buffer for each mesh, but then I thought:
Is there even a reason to use index buffers, other than memory consumption and storage?
Is there any performance advantage in using index buffers?
If there's no performance improvement at all, I'm only going to use index buffer if I ever go into trouble with memory usage and/or storage.
So, could you please help me?