Been thinking a little about the Vertex Buffer plan I wrote about recently. One idea that occurs to me - for the world and other brush models - is to fill a single static VBO with geometry data at load time, then use dynamic Index Buffers instead. So the world render path would just need to fill in indexes. I could cycle through a pool of maybe 6 index buffers, using a different one per frame (and keeping some spare in case an active one runs out of space) thus getting optimal use out of D3D's 3 frame thing. The only issue I can see is that I would definitely require vertex shaders here, but overall it should be extremely efficient.
This is all off the top of my head at the moment, of course.
Monday, January 11, 2010
Vertex Buffer Strategy
Posted by
mhquake
at
1:32 PM
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