Monday, January 11, 2010

Vertex Buffer Strategy

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.

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