Original Post
Vertex buffers are good and all, but have me scratching my head on a few things. Say I was making a MMORPG type game. I might need to load a character''s 3d model at some random time and then be able to unload another one at some other random time. It would be nice to put that in a seperate thread, as to not be a performance hit. Vertex buffers don''t seem to want to work with me on this though.
I remember reading that Locking a VB takes a significant amount of time. I also remember that switching materials and textures takes a significant amount of time.
Am I allowed to leave a VB fragmented? Is there a way to set a vertex to be ignored (and thus allow me to defrag the VB while playing)? I don''t want to get to the point where my game is switching textures and materials back and forth just because I tried to make a dynamic VB.
What have you guys been doing to solve this problem? Thanks for your time!