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SoaringTortoise

Show one on vertex buffers

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Hi, At the moment I'm storing my terrain in an array of static vertex buffers. Each VB in the array corresponds to around 800 polygons. The render loop uses a frustrum cull to exclude entire VB entries and then renders only the ones that are visible. I could use a dynamic VB and get per-polygon culling, but this is in visual basic and creating the dynamic VB each frame is too expensive. My question is: I am rendering an average of 16 vb's a frame. If I switched to using a SINGLE static vb containing all the level geometry, and then culled using a draw-subset, would I achieve a performance benefit? Obviously switching VB's 16 times a frame is going to be costly, but using a massive VB (even if I'm only drawing subsets) would also be costly (or am I wrong).

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Raloth    379
You would see a performance benefit depending on where your bottleneck is. It could be quite a bit, or it could be none at all. It certainly couldn't hurt though.

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