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I've been trying to read up on Vertex Buffer objects, in the hopes of optimizing my .obj renderer and certain other effects in my current game project. One thing I don't quite understand is how variable the data is. For my 3D models, it shouldn't be a problem... I could just bind each discrete model to a different ID (I already do that in a more simplified form for identifying each model in-code). For certain, more customizable objects, though, it seems to be a bit fuzzier. For example, I have an effect I recently wrote which is basically a particle emitter for engine exhaust. Since these particles are simple and totally unaffected by other game dynamics (physics, etc) I figured I could encapsulate the effect in a VBO to (massively) speed up rendering. However, this engine effect is not exactly a constant. Each instance of this effect is given its own dimensions, location, orientation, and color. Is there a way to put this in a VBO without losing this customization? :: With any luck, I'll have some good screenies or maybe a little video ready soon to demo my progress. [Edited by - medevilenemy on August 1, 2008 12:33:42 PM]

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