Jump to content
  • Advertisement
Sign in to follow this  

Vertexbuffer management?

This topic is 4847 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I need some input on the different ways of vertexbuffer management: Some people prefer 1 vertexbuffer per "renderable object", some prefer several vertexbuffers per "renderable object" (multiple streams) and some ( nVidia and ATI ?) prefers several large ( 1-4Mb+ ) vertexbuffers. I was planning to use the ATI and nVidia recommended system - however that makes is harder to remove unused vertexbuffer data, harder to implement non-hardware instancing and probably some more. So.. give me input (pro's and con's) for each (and perhaps some new) management system

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!