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CoreWill

A Question about Vertex Buffer

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CoreWill    122
I am a beginner with Direct3D, and I have a question about Vertex Buffer: Should I create a Vertex Buffer when I render a frame every time, Or Create a Vertex Buffer big enough only one time? Thanks!

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CoreWill    122
I cannot undertand it clearly, could you please explain "Delete it when it''s not needed anymore" in detail, giving me a example is better.
i don''t know when it''s not needed.
thanks.

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When you're done with it. Like when you have no instances of the buffer left, or at the end of the program.
For example, you create a buffer for your object, load the vertices into the buffer, and save that as a member variable. When, in the game, the object is destroyed, you delete that vertex buffer. Or, like me, you create a vertex buffer for each type of object, for example I could have 12 box objects that have the same vertex buffer. Once all 12 of them have been destroyed, I delete the buffer. Usually you create a manager to hold the buffers and to know how many objects are using each buffer, and when the number using it is 0 it deletes it. If you then create another object after all have been destroyed you'd have to recreate it, but that's better than creating a new one for each object. Or you could just keep everything loaded until the end of the program and then delete it to avoid what I mentioned, but use up more memory.

[edited by - Erzengeldeslichtes on September 1, 2003 1:48:34 AM]

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