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where's the bottleneck of setting a buffer?

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Hi guys! I've heard a lot about that one should use one single vertexbuffer instead of one for each object. But what I don't understand is where (in which call) the bottleneck is. Is it in setstream? I've read a presentation by ATI and they seem to point out that setstreamsource can be used without penalty as long as you use the same buffer. I don't understand this. Where's the penalty? I guess my question is, where is the vertexbuffer actually copied to video memory? I'm new to these sort of things so I thought that someone with a little understanding might be able to explain.

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Quote:
Original post by Coder
- SetStreamSource might upload the vertex buffer to video memory if it's not already there, so if you use the same buffer it won't give you any penalty.


This was good news [smile]! Thank you!

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