Original Post
Hey guys! Currently in my engine, i'm collecting the geometry during the render calls of my engine. And then in the end, I execute one big renderloop and render all the collected geometry. Currently I'm sorting according to textures. But I'm having some trouble with the design. Iäm not entirely sure how, to handle the vertexdata/vertexbuffer the best way using my described method. Currently I just get a pointer to each Geometry, which contains it's own vertexdata. Then when I have sorted the the vertices according to texture, I copy all the vertices from the Geometry's with the same sort of vertices into one big vertexbuffer. Then I render this buffer with only one SetStream(....) call. I would like to ask you ppl how this should be handled. Is there really any point in copying my vertices to one big vertexbuffer or should I stick with a SetStream for each Geometry? Any articles on this would really be appreciated :) If you feel like describing how you do this, hell I'll be more than happy. C ya!