Material / Shader and vertex buffers

Started by
9 comments, last by emosoft05 19 years, 3 months ago
maybe you could make restriction that multiple passes all need the same vertex format? for speed purposes you will probably want each mesh to have its own vertex buffer (when i say mesh i mean group of triangles with the same material/shader propeties). if you are using a vertex buffer for multiple passes, you shouldn't need to touch the vertex data. in order to truly change the vertex format per pass you would have to lock/unlock the vertex buffer and rearrange everything.

btw, in your original post you had mentioned that each pass would need a different vertex shader. thats probably a bad idea. switching between programmable shaders and fixed function is quite expensive.

This topic is closed to new replies.

Advertisement