Original Post
I have a working engine and I would like to improve its geometry VRAM management. I have made the following attempts ; 1. let my meshes use shared memory block and allocate a VBO for each memory block (i.e. the user defines the scope of the VBO), 2. allocate a VBO per mesh, 3. allocate a VBO per frame, fill it with the frame data, reuse it the next frame, eventually creating another VBO for data not fitting into it, reorganize the chunk depending on a heuristic (number of free chunk in the VBO, number of VBO per frame, total used size of VBO). Generate indices according to this allocation scheme. Each of these have some pros and cons ; 1. pro : very versatile con : let the engine user specify everything without knowing how the engine will handle the data 2. pro : very easy to implement, nearly no buffer management overhead con : rather unefficient 3. pro : works very well with static scene con : some overhead for buffer management, doesn't work that well with dynamic scene I was wondering which geometry VRAM management policy you are using with your engine. Any clue would be greatly appreciated. Thanks Vincent