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Goblin

Quick Estimate..? (Fill one big VBuffer, or switch between many small ones?)

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Anyone who is familiar with Direct3D, please... I''ve heard that switching vertex buffers is a real killer, but how bad are huge locks, unlocks and writing? Basically, my question is this, which would be better: Create one BIG vertex buffer and fill the entire scene into that or have about 50-100 smaller buffers that will never need writing to? Unfortunately I lack the time to test this quickly at the moment, but if it''s relatively obvious which is better, I''d appreciate it if somebody could tell me (Personally, I''m thinking the first option, though it makes for much more unhappy, object-UNoriented code) Thanks! ----------------- The Goblin (madgob@aol.com) ----------------- "Before critisizing somebody, walk a mile in their shoes. That way, when you do critisize them, not only will you be a mile away, but you''ll also have their shoes!"

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