13 years, 8 months ago
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13 years, 8 months ago
What is normally done is to utilize a translatable language to persist stored data in. Most common, is XML with XSL. The beauty of XML is that you can "Seriali…
13 years, 8 months ago
If I have two Vertex Arrays, one for Square, and one for Triangle; what is the best way to bind them to the VertexBuffer? Is this possible with objects that have different numbe…
13 years, 8 months ago
Hello! I have tried to phrase my question in multiple ways, mostly because I don't think I understand the complexity of this particular topic, so thanks for your patience…
13 years, 8 months ago
Most of the loss of performance is /not/ the draw calls, but a Game Engine's utilization of them... From an architectural point of view, the code hint that you may…
13 years, 8 months ago
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See all in DiscussionsWhat is normally done is to utilize a translatable language to persist stored data in. Most common, is XML with …
13 years, 8 months ago
Most of the loss of performance is /not/ the draw calls, but a Game Engine's utilization of them... From …
13 years, 8 months ago
To answer all 3 of your questions, you can only ever have 1 shader bound for each stage. .. …
13 years, 8 months ago