Original Post
I''ve been learning how to implement octrees in Direct3D. So far all of the examples I''ve seen use the DrawPrimiveUP() function to render the tree''s leaves. I''d like to implement a better rendering function that takes better advantage of the hardware using vertex buffers.
Do you think I could render the tree faster by creating a vertex buffer for each leaf and rendering each one on the fly. Or would it be better to gather all of the leaf data into one big buffer and render it all at once?
I''m kind of wary of the latter, locking, copying a huge array of vertex data and unlocking a vertex buffer each frame would seem to take a lot of time.
J-