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Binding Vertex buffers for just 10 vertices?

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Hello there! I have some billboards in my engine and I don't know how to handle them. The billboards are: one quad for each light, maybe one quad for some screen splash and some quads for Lens Flare Effects. ( And who knows what else I may think :P ) Now I have to vreate vertex buffers for them so I can render them. A lot of buffer binding for just 10 vertices! what do you think? Any idea how to handle these more efficiently? I use D3D10 btw.. Thanks for your time!

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Hi,

I am using D3D9 but I assume it works the same way under D3D 10.

For drawing little stuff like that, I have a dynamic vertex buffer of a certain size (few thousand vertices) and I fill it dynamically when ever I need to draw such things. The performance hit should be minimal if you minimize the buffer changes.

Best regards!

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Remember that when rendering you can specify a subset of geometry from a bound vertex buffer. This allows you to pack 10 (for example) models worth of geometry into a single buffer and render each individually.

The only real restriction is in the vertex format being the same, other than that its just a case of software architecture - e.g. does it convolute the design to have 1 'super buffer'? etc..etc..

Is any profiling information indicating that this is your bottleneck? If not, I wouldn't worry hugely about it for now. Refactoring this sort of thing tends to be little more than time consuming [smile]

hth
Jack

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