The qustion is which one to use and WHEN :
- to use one vertex buffer that stores all vertex information
- to use multiple vertex buffer or each vertex data.
Well (I'm not shure about this) *the best method* is to use interlaced buffers because of the way the GPU reads vertex buffers and cache lines?
The other problem is when we have a lot of effects that use only vertex positions, our interlaced layout will slow us down because a lot of useless data would be send.
I need more details on how the GPU handle Vertex buffers, and probably some hints how to *predict* which method will perform faster for some special cases?