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Asterisk Man

Regarding Mesh Storing

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Hi all, I have a question (no problems this time, thankfully!): I'm currently storing meshes by means of my driver class, which keeps tabs of which mesh, vertex shader, and lights have been previously loaded, and when a request for a previously mesh occurs, simply sends a pointer to the previously loaded mesh, avoiding loading a new one. The way I'm doing this is by creating a linked list structure, containing a tag for the mesh, a pointer to the vertex buffer where the mesh is stored, and a unsigned integer representing the vertex type used on the mesh. My question is: is there a more efficient way of storing meshes, or vertex buffers in general?

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