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Chris_F

Vertex and index buffers

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Currently I am simply using an array of vertex structs in my vertex buffer. Each struct contains my position, normal and UV coordinates. Is there a way with D3D11 to separate this into 3 different buffers and render it using an index buffer with multiple indexes?

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AFAIK, using multiple index buffers at once (to index different vertex attributes) isn't possible. You could emulate it however, e.g. by storing indices inside your vertex structure (instead of values), and storing the values inside a tbuffer etc.

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You would have to manually sample a structured buffer in the vertex shader, since the IA only supports one index buffer at a time.

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Separating into three separate buffers is also bad for performance - GPUs don't like to recieve data in that kind of layout (it's something that was valid back in the old software T&L days for sure, but it's both redundant and harmful today). This is a clear case where there is a tradeoff between performance and memory usage, so remember: memory is cheap and plentiful, performance isn't.

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