Adding/Removing from VBO at runtime

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9 comments, last by 21st Century Moose 11 years, 3 months ago
Then _definitely_ try both options smile.png Early optimization isn't vital, moreover its usually harmful. Make a working prototype first.

I'd disagree with your "early optimization" comment here - getting buffer object updates correct is not "early optimization" - it's a fundamental requirement.

Direct3D has need of instancing, but we do not. We have plenty of glVertexAttrib calls.

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