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Swift_Killa

Dynamic or Multiple Static Vertex buffers?

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I have created a 3d engine and I have been looking through the forums for an answer to my problem. I dont know if I should make mulitple static vertex buffers for the different textures or if I should create one dynamic vertex buffer and fill it each time I want to render a different texture. If I go the dynamic route I would load all the vertex data from each mesh that uses that texture. Which also comes with alot of lock calls. Also what method would be better considering that one Vertex Buffer is not big enough to hold all vertex data for the scene. So is it better to just have multiple static vertex buffers and switch switch between them or to copy the data to a dynamic Vertex Buffer?

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