Skip to main content
GameDev.net gamedev.net
🔒 Locked

Vertex buffer sizes

Started by wasd Oct 12, 2005 at 10:06 AM 1 replies 450+ views
Original Post
wasd
wasd
Just wondering, I'm renderering a terrain and want to know if it's better to: a) Have all the vertices in one vertex buffer (which gets to about 7mb) and handle the patches by having one index buffer which represents a patch and sending the appropriate BaseVertexIndex to DIP or b) Split the vertices into seperate, smaller vertex buffers representing each patch and have an index buffer without using BaseVertexIndex.
paic
paic
I think it's best from a performance point of view to have all the vertices and all the indices in 1 vertex and 1 index buffer. But if the patches are static buffers, then you should keep them in seperated buffers to be able to cull them.
Promit
Promit
For a VB that small, you're fine to leave them in a single buffer. But much larger than that (I'd say about 8MB is max), you'd be better off splitting the VB up.
SlimDX | Ventspace Blog | Twitter | Diverse teams make better games. I am currently hiring capable C++ engine developers in Baltimore, MD.

Topic Locked

This topic has been locked by a moderator. New replies are not allowed.

Sign in to reply to this topic.