Re: buffer issue
res <[email protected]>
| Newsgroups | gmane.comp.graphics.crystalspace.devel |
|---|---|
| Message-ID | <[email protected]> |
On 08.06.2012 01:53, Naman Gupta wrote: > index_buffer3 having values of index_buffer2 followed by index_buffer3; > > other way round would be to add values to array of buffer then use > index_buffer3->CopyInto (tris.GetArray(), tris.GetSize()*3); > i don't know if it okay to do so. Copying data around is the only way to “concatenate” buffers. An alternative in this case might be to return multiple render meshes from GetRenderMeshes(). Basically all the RMs would be the same, the difference only being different index buffers (well, you need different buffer holder instances). On the OpenGL level this will result in multiple draw calls (with associated state set up). FWIW, I'm not entirely sure which is actually faster (copy around index data, i.e. building the indices dynamically, or multiple draw calls). -f.r. ------------------------------------------------------------------------------ Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ _______________________________________________ Crystal-develop mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/crystal-develop
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