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VBO in dynamic objects: discard or not

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I have vertex data in the format (pos, normal, texCoord, skeletonJointIndices, skeletonJointWeights) packed in a VBO. A dynamic object (eg humanoid) performs software skeletal animation every frame and its vertices pos/normal are updated. My question is how to optimize the VBO update. I'm aware that discarding the buffer can have a performance gain because of synchronization issues. However, I can't discard the buffer using glBufferDataARB(GL_ARRAY_BUFFER_ARB, size, NULL, glUsage) without rewriting the texCoord and skeleton joints indices/weights. Is it faster to discard the buffer and rewrite it every frame or to not discard it and update only the vertex attributes I wish? Thanks in advance. [Edited by - darkseed on October 25, 2009 1:39:22 AM]

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