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      Hey everybody!
      I am trying to replicate all these cool on-screen debug visuals I see in all the SIGGRAPH and GDC talks, but I really don't know where to start.  The only resource I know of is almost 16 years old:
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    • By Achivai
      Hey, I am semi-new to 3d-programming and I've hit a snag. I have one object, let's call it Object A. This object has a long int array of 3d xyz-positions stored in it's vbo as an instanced attribute. I am using these numbers to instance object A a couple of thousand times. So far so good. 
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OpenGL Libgdx Vertex Buffering? Where to start?

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I'm working on a voxel engine using Libgdx and I've been reading that using vertex buffering will increase my performance dramatically. I understand it to be packaging up all of the renderables into one object and sending that to the GPU as opposed to making thousands of draw calls individually. This sound really convenient, but I can't seem to wrap my head around it. I've looked at the wiki but still don't really know how this would be implemented. 

Edit: From further reading, what I think I want to do is convert a list of modelInstances into a mesh? Is that correct? If so, how do I go about doing that?

Edited by stein102

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